Outdoor games for students. Outdoor games. Outdoor games for primary school students. Ball game "Frog"

Outdoor games for primary schoolchildren.

A selection of outdoor games for the program for extracurricular activities "Outdoor Games". The material may be useful to primary school teachers and GPA teachers.
1. ATTENTION GAMES
Alphabetically
To make names better remembered, to train attention and the ability to quickly switch from one task to another, you can play this game in a company of up to 15 people.
The presenter invites the children to change places in a certain amount of time (10, 15 or 20 seconds) like this:
- so that all names are arranged in alphabetical order;
- so that everyone stands by hair color (on the left - brunettes, on the right - blondes);
- so that everyone stands according to their height (on the left - small, on the right - large).
Note. These exercises can be even more fun if you have wide benches, sofas, or very stable, strong chairs. Then the guys must complete the tasks while standing on the benches and move without stepping on the floor.
Age: from six years
The game develops: attentiveness, coordination
Number of players: 5 or more

Three, Thirteen, Thirty
Three, Thirteen, Thirty is a game that develops children's attention and quick reactions well. Can be used at school for physical education sessions for primary school students.
Participants in the game agree in advance which number represents which action. Players line up in a line at a distance of arms outstretched to the sides.
If the driver (teacher) says “three”, all players must raise their hands up, when the word “thirteen” - hands on the belt, when the word “thirty” - hands forward, etc. (You can come up with a variety of movements). Players must quickly execute the appropriate movements.
Age: from six years
The game develops: attentiveness, reaction

Colored flags
Purpose of the game: development of motor and communication abilities, attention.
Attributes: 5 flags of different colors.
Progress of the game: on playground 5 circles with a diameter of 2 m are drawn at a distance of 1 m from each other. Players are divided into 5 teams. Each team stands in its own circle. In the center of each circle stands a player with a colored flag in his hands.
At the leader’s signal, the players scatter around the court. At the second signal they stop and close their eyes. At this time, players with flags change places; At the third signal, the players open their eyes and quickly look for their flag. The winners are those players who return to the flag of their color before others.
Special notes: If a player opens his eyes, his team is considered a loser.

false mirror

Attributes: 6 jump ropes.
Progress of the game: the game begins with the leader demonstrating different jumping ropes: jumping with crossed legs, jumping with high knees, double jumps, etc. Then the players stand in pairs, opposite each other, and try to repeat all the movements shown by the leader . The player who made a mistake leaves the game and is replaced by the next one.
Special notes: the new driver becomes the player who has not made a single mistake.

"Sherlock Holmes"
A presenter (“Sherlock Holmes”) and 3-5 “criminals” are selected. How younger age children, the fewer “criminals”. "Criminals" stand before "Sherlock Holmes". “Sherlock Holmes” carefully examines the “criminals” for several seconds (20-30) and leaves the room. The "criminals" make five changes in their clothing and posture. The returning "Sherlock Holmes" must find his five changes in everyone. The player whose “detective” has found all five changes must fulfill any wish of “Sherlock Holmes”. Anyone who does not have at least one change defined becomes “Sherlock Holmes” himself.

"Confusion"
They choose a driver. All other players stand in the room, holding hands. The driver leaves the room, and the rest of the players begin to move relative to each other, but without lifting their hands (getting confused). Then they invite the driver into the room. He must determine in what order the players originally stood. Repeat the game several times, changing the driver.

"Cosmonauts"
On site in different parts draw the outlines of the rocket. There should be several of them fewer players. All children join hands. They walk in a circle with the words: “Fast rockets for walking around the planets are waiting for us. We’ll fly whichever one we want! But there is one secret in the game: there is no place for latecomers!” As soon as the last word is said, the children run away, trying to take an empty seat in the “rocket”. Latecomers gather in the center of the circle. We celebrate those children who have never been late for the “rocket”

"Crows and Sparrows"
On lines 3 - 5 m from each other, the teams are located in ranks with their backs to each other. One team is the Ravens, the other is the Sparrows. At the “crow’s” signal, the team of the same name runs away, while the other team tries to catch up and “harass” the runners to a certain point. The team that defeats the most players on the other team wins.

Cones, acorns, nuts
An active game that children really like.
Children stand in threes and, holding hands, form a circle. Each of the three has a name: “cones”, “acorns”, “nuts”. The leader is outside the circle.
The presenter says the word “nuts” (or “cones”, “acorns”), and all the players who have this name change places, and the presenter tries to take someone’s place.
If he succeeds, then he becomes a nut (“acorn”, “cone”), and the one who is left without a place takes the place of the leader.
Age: from six years
The game develops: attentiveness, coordination, dexterity, thinking, reaction Number of players: 7 or more
Place of play: street

Birds, fleas, spiders
The group is divided into two teams. Each team, secretly from the other, decides who they will be - “birds”, “spiders” or “fleas”. Two teams stand in lines in the center of the hall facing each other with a gesture indicating the selected animal.
Spiders run away from birds, fleas from spiders, birds from fleas. The one who did not manage to reach the opposite wall moves to another team.
Age: from six years
Purpose of the game: relaxation, concentration
Number of players: 10 - 30
Game location: spacious safe room

White bears
Polar bears - an active group game for younger children school age. Develops active creative motor actions motivated by the plot of the game.
At the edge of the area, which represents the sea, a small place is outlined - an ice floe, on which the driver - the “polar bear” - stands. The remaining “cubs” will be randomly placed throughout the site.
“The Bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”. Having caught one “bear cub”, he takes it to the ice floe, then catches another.
Two caught “bear cubs” join hands and begin to catch the rest of the players. Having caught someone, two “bear cubs” connect free hands so that the caught one ends up between the hands, and they shout: “Bear, help!”
The “bear” runs up, greases the caught one and takes him to the ice floe.
The next two caught also join hands and catch the rest of the “cubs”.
When all the cubs are caught, the game ends.
The last player caught wins and becomes the “polar bear”.
Note. A caught “bear cub” cannot slip out from under the hands of the couple surrounding it until the “bear” has insulted it. When catching, it is forbidden to grab players by their clothes, and those running away are prohibited from running outside the boundaries of the area.
Age: from six years
The game develops: dexterity, reaction, imagination
Number of players: 7 or more

3. GAMES TO DEVELOP ENDURANCE
"Homeless Hare"
An interesting game for children of primary school age. A hunter and a homeless hare are selected from among the players. The rest of the players are hares, draw a circle for themselves, and stand inside.
A homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle, then the hare that was standing in the circle must immediately run away, because it becomes homeless, and the hunter will hunt for it. As soon as the hunter catches a hare, he himself becomes a hare, and the former hare becomes a hunter.
Age: from six years
The game develops: attentiveness, endurance, thinking, reaction
Number of players: 3 or more

Give me a hand
Before playing, children choose an area beyond which they cannot run.
One leader is selected - the tag, the rest of the players move freely around the site.
Salka begins to catch players who are running away from him, while the children try to join hands with the closest player.
Holding hands, they stand facing each other. In this case, the tag does not have the right to grease them.
If the tag catches up with a single player, they switch roles.
Age: from six years
The game develops: attentiveness, endurance, dexterity, reaction

"Who will win"
The game is similar to the outdoor game "Tug"
2 participants.
The ground plane is divided by a line. Rivals on both sides.
They grab the stick with both hands.
Objective: Drag your opponent to your side.

British Bulldog
Playing affects the child’s endurance and reaction.
Children appoint two catchers (“bulldogs”). The Bulldogs stand on one side of the court, and everyone else stands on the opposite side. At the signal of one of the “bulldogs” all players must run to the other side. But so that the player is not caught by the bulldogs.
The game continues until all runners become bulldogs.
Age: from six years
The game develops: endurance, reaction, strength
Number of players: 4 or more

"Shtander"
Purpose of the game: develop endurance, accuracy, cultivate honesty.
Materials needed for the game: a ball, preferably a volleyball, but a rubber one is also possible.
Rules of the game: To start the game you need to choose a driver, this can be done using a counting rhyme. The driver holds the ball in his hands. All players gather near the driver. The driver throws the ball as high as possible. At this moment, all the players scatter in different sides. The driver must catch the ball and as soon as the ball is in his hands, he shouts: “Standr!” All players must stop at the place where this team found them. The driver must hit one of the players with the ball. The upset player becomes the driver, and the driver becomes the player, and the game continues. The game can go on until it gets boring.

"Change of Places"
Purpose of the game: development of jumping ability and jumping endurance.
Materials needed for the game: chalk to mark the start (finish) line
How to play: All players are divided into two teams. Two lines are marked along the edges of the site - these are the so-called “houses”. Both teams stand in ranks facing each other on opposite sides of the court, behind their home lines, crouch down and place their hands on their knees.
At the signal, all players jump from a deep squat, moving forward, trying to quickly cross the line of the opposite “house”. The team whose players are the first to gather behind the opposite line wins. Then both teams jump into reverse side, but the player who last crossed the line does not take part in the game; he is eliminated from the game. This game can continue until 2-3 of the most resilient jumpers remain on the court. The team with the most jumpers left wins. You can continue the competition further, and then you can determine the best jumper.
Teams can be mixed, or they can consist only of boys or girls (if there are enough participants).
This game is suitable for both playing in the gym and playing in the yard.

Jump ropes

Necessary materials and visual aids: jump ropes.
Progress of the game
Players jumping rope in various ways: on 2 legs, on 1 leg, etc. The one who lasts longer wins.

Classics
Purpose of the game: to develop physical strength and endurance.
Necessary materials and visual aids: chalk, bat.
Progress of the game
Hopscotch is being drawn on the playground. Players must, jumping on 1 leg and pushing the bat in front of them, jump from the 1st to the 10th grade. If the bat flies beyond the hopscotch, the player gives way to the next one. The first player to jump through all classes wins.

4. GAMES TO DEVELOP ATTENTION, WIT, AND CREATIVE IMAGINATION
Ocean is shaking
Children walk in a circle and say the words: “The sea is agitated - one, the sea is agitated - two, the sea is agitated - three, the sea figure freezes in place! “On the last word, the children stop and “freeze” in the pose of a sea animal. The presenter or the child tries to guess the name of these animals.

What are you doing?
Children choose the “mistress of the house” and, standing in a circle, draw circles around themselves - houses. The “housewife” goes around the players and assigns housework to each of them. For example: chop wood, mow hay, wash clothes, bake pies, etc. Children complete tasks. The “Mistress” stands in the center of the circle and says: “Now let’s hammer in nails together!” “The children do everything that the “hostess” asks. Suddenly the “hostess” points at one of the children and asks: “What are you doing? "The child must name the work that he was assigned to do at the beginning of the game. After this, the “hostess” gives everyone new tasks.

Figures
One of the players is appointed as the driver. Children scatter around the hall, at a signal they stop, pretending frozen figures an athlete, a working person, an animal, a bird, etc. The driver walks among the figures and chooses the most successful one. The children who took the most difficult poses are noted.

In an even circle
The children form a circle with the driver inside. Moving left (right) in a circle, children say the words:
In an even circle, one after another.
Hey guys, don't yawn!
Everything that Kolya will show us
Let's repeat it together!
The driver shows some kind of movement (jumps, rotates his arms, squats, etc.). Children must repeat it exactly. After this, a new driver is appointed, and the game is repeated.

Air, water, earth, wind
Children form a circle leading in the middle. Approaching one of the children, the driver says one of four words: “air”, “water”, “earth”, “wind” - and counts to five. During this time, the child must come up with and show (depending on the word that is given to him) a bird, fish, animal, or spin around in place (wind). Those who did not manage to do this leave the game.

Say it again
One of the players shows the movements of an animal, for example a bunny. The next one repeats the movements of the bunny and adds the movements of another animal - the fox. And so each subsequent player, having completed the movements of all the previously shown animals, adds one more, new one. The list of animals is growing. The one with the best memory and imagination wins.

Exhibition of paintings
The presenter appoints three “visitors”, the rest of the children are “pictures”. At the signal: “Prepare the exhibition! “- children consult with each other about what pictures they will depict (skier, skater, swimmer, horseman, goalkeeper). The picture can be depicted by two or three people: a Christmas tree under a bunny, a fairy tale “Turnip”, etc. After a few seconds, the teacher announces: “Open the exhibition! » Children stand along the playground and take planned poses. “Visitors” look around the “exhibition” and mark the most successful “pictures”. On the signal: “The exhibition is closed! "- children take free poses.

5. GAMES TO DEVELOP JUMPING, AGILITY, AND MOTION COORDINATION
Fishing rod
Purpose of the game: development of dexterity and coordination of movements.
A driver is selected from the total number of players. The remaining players stand in a circle with a diameter of 3-4 m.
The driver becomes steep in the center. He has in his hands a 2 m long rope with a bag of sand tied to the end. The driver rotates the rope so that the bag of sand flies above the floor level at a height of 5-10 cm.
Each player must jump and miss the flying bag. Anyone whom the driver hits with a flying bag receives a penalty point. The total number of penalty points is calculated after the bag has completed 8-10 full circles. The winner is the one whose legs are never touched by the rope.
After changing the driver, the game starts all over again.

Jumping sparrows
A wonderful children's game. First draw a circle on the asphalt using chalk.
In the center of the circle is the leader - the “crow”. Behind the circle are all the players who are “sparrows”.
They jump into a circle and jump inside it. Then they jump out of it in the same way.
The “crow” tries to catch the “sparrow” as it jumps inside the circle.
If the “sparrow” is still caught, then he becomes the leader and the game starts all over again.
Age: from six years
The game develops: attentiveness, dexterity, thinking, reaction
Number of players: 3 or more

Bricks and masons
Purpose of the game: development of motor, communication abilities, dexterity.
Progress of the game: 2 “masons” are selected from the players. The rest are “bricks”. The “bricks” scatter around the site, and the “masons” begin to run after them and try to grease one of the “bricks”. Each “bricklayer” takes the greasy “brick” to one place and leaves it there. The “bricklayer” places the next salted “brick” next to the first one - a “wall” is formed.
The “bricklayer” whose “wall” is longer wins, i.e., he lays more “bricks.”
Special notes: greasy “bricks” should not run away from their place.

"Through the Stream"
Purpose of the game: to develop physical strength and endurance.
Necessary materials and visual aids: chalk.
Progress of the game
A stream is drawn on the playground, which gradually widens towards the end. Players are invited to jump over the stream: first through its narrow place, then where it is wider and wider. If the players succeed, they must be praised.

"Dodgeball"
Active ball game. Two driving players are selected and stand with the ball at a distance of 10 - 15 meters from each other. The remaining players run between the drivers from one to the other. The drivers, throwing the ball to each other, try to hit one of the players. The one who gets hit is eliminated from the game. However, players can try to catch the ball. Each ball caught returns one of the eliminated players to the playing field. The task of the drivers is to “knock out” all the players from the game.

"Carousel"
The players stand in a circle. There is a rope lying on the ground, forming a ring (the ends of the rope are tied). The guys pick it up from the ground and, holding it with their right (or left) hand, walk in a circle saying:
Barely, barely
The carousel started spinning.
And then around and around,
Everyone is running, running, running.
The players move slowly at first, and after the words “run” they run. At the command of the leader: “Turn!” - they quickly take the rope with their other hand and run in the opposite direction.
Hush, hush, don't rush!
Stop the carousel.
One and two, one and two,
The game is over!
The movement of the carousel gradually slows down and stops with the last words. The players put the rope on the ground and run around the site. At the signal, they rush to “get on the carousel” again, that is, grab the rope with their hand, and the game resumes. You can only take seats on the carousel until the third bell (clap). Latecomers do not ride on the carousel.

6. BALL GAMES
"Pass the balls"
Five six medicine balls place on one line at intervals of 0.5-1.5 m. The player remembers the location of the balls, turns in a circle and moves backwards. The task is to get around and not hit the balls. Whoever completes the task is the winner. The location of the balls changes each time.
Options. 1. Increase the number of balls (for older students). 2. Move backwards, stepping over the balls. 3. Move backwards and blindfolded.

"Pass the ball"
The player, moving along the floor, must dribble the ball along the rail gymnastic bench. The player who manages to do this wins.
Variations: the same, but the player moves along the rail and the ball dribbles along the floor.

"Hit the ball"
The players are divided into two teams and stand in ranks, facing each other. The distance between the ranks is 8-10 m. There is a volleyball in the middle of the stool. Each player has a small ball. At the teacher’s signal, players of one team perform throws, trying to knock down the volleyball. If someone manages to knock down the ball, the team gets 1 point. Then the other team starts throwing. The team with the most points wins.

"Knock it down with a rebound"
2-5 m from the wall (the distance depends on the age and experience of the players) place a town, a pin, and an inflatable toy. The task: throw the ball against the wall so that, when it bounces, it knocks down the installed object. Who will have the most successful attempts out of five? Who will need fewer tries to knock down an object five times?
You can throw the ball from any point.
Option: place a box, box, basket at some distance from the wall, put a hoop. Objective: hit the target with the ball.

"Don't drop the ball"
At the starting line, each participant in the game receives two sticks. Then the players become pairs and use chopsticks to hold the ball so that it does not fall. Each pair must run faster than their opponents without dropping the ball. If the ball falls, you need to stop, pick it up, put it on the sticks and run again. Running distance is 15-20 m.
"Throw and catch"!
The player holds the ball behind his back with both hands. Leaning forward, he throws the ball over his head up and forward. Now you need to have time to straighten up and catch the falling ball. Each person is given, say, five attempts. The one with the most successful attempts will win.
Game options: you can throw the ball against a wall (if there are no windows) from a distance of several meters - and catch it when it bounces; you can throw the ball onto a sloping roof (barn, garage, shed) - and catch it when it rolls down.
You can add complications to the game. For example, a task is given: before catching the ball, you need to clap your hands several times. Or make a complete turn in a circle (when the ball is thrown against a wall or thrown onto a roof).

"Hunters and Ducks"
Purpose of the game: development of eye and dexterity.
A circle with a diameter of 5-8 m is drawn on the playground (depending on the age of the players and their number).
All players are divided into two teams: “ducks” and “hunters”. The “ducks” are located inside the circle, and the “hunters” are located outside the circle. The Hunters get the ball.
At a signal or command from the teacher, the “hunters” begin to knock out the “ducks” with the ball. “Dead ducks” that were hit by the ball are eliminated from the circle. The game continues until all the “ducks” are knocked out of the circle. While throwing the ball, the “hunters” must not cross the line of the circle.
When all the “ducks” are knocked out, the teams switch places.
Game option: 3-4 “hunters” are selected from among the players and stand at different ends of the site. Each “hunter” has a small ball. The players scatter around the court, but do not go beyond it.
At a signal or command from the teacher, all the players stop in their places, and the “hunters” take aim and throw balls at them. The players can dodge the flying ball, but they cannot move from their place.
Knocked out ducks are out of the game. The “hunter” who knocks out the largest number of “ducks” wins.

"Paints"
Participants in the game choose the owner and two buyers. The rest of the players are paints. Each paint comes up with a color for itself and quietly names its owner. When all the paints have chosen a color and named it to the owner, he invites one of the buyers.
The buyer knocks:
Knock! Knock!
- Who's there?
- Buyer.
- Why did you come?
- For paint.
- For what?
- For blue.
If there is no blue paint, the owner says: “Walk along the blue path, find blue boots.”
If the buyer guesses the color of the paint, then he takes the paint for himself.
A second buyer arrives and the conversation with the owner is repeated. And so they come up one by one and sort out the paints. The buyer who collects the most colors wins.
Rules of the game: The buyer who guessed the most colors becomes the owner.

"Herd"
The players choose a shepherd and a wolf, and everyone else chooses sheep. The wolf's house is in the forest, and the sheep have two houses at opposite ends of the site. The sheep call loudly to the shepherd:
Shepherd boy! Shepherd boy!
Play the horn!
Drive the herd into the field
Take a walk in freedom!
The shepherd drives the sheep out into the meadow, they walk, run, and jump. At the shepherd’s signal: “Wolf!” - all the sheep run into the house on the opposite side of the site. The shepherd stands in the way of the wolf and protects the sheep. Everyone caught by the wolf leaves the game.
Rules of the game: During the run, the sheep cannot return to the house from which they left. The shepherd only shields the sheep from the wolf, but does not stop him with his hands.

"Two Frosts"
The players are located on one side of the court, in the middle there are two drivers - two Frosts.” Frosts turn to the guys with the words: “We are two young brothers, two daring Frosts!” One of them, pointing to himself, says: “I am Frost - the blue nose.” Another: “I am Frost – the red nose.” And together: “Which of you will decide to set out on the path?” All the guys answer: “We are not afraid of threats, and we are not afraid of frost!” After these words, the children run to the other side of the playground. The drivers try to “grudge” those running across, the “greasy” ones remain in the place where Frost “frozen” them.
During the next dashes, the players can help out the “frozen” children by touching them with their hands. After several dashes, other Frosts are appointed. Those children who never got to Frost even once are noted, as well as the best pair of drivers..

"Ring"
They choose a driver and give him a “ring” - any small object. Participants stand in a row, holding their palms in front of them in a "boat" position. The driver goes through the entire row, placing his palms in the palms of each participant. At the same time, he quietly leaves a “ring” in the palms of any participant. Having passed everyone, the driver says: “Ring, ring, go out onto the porch.” The task of the owner of the “ring” is to run forward, the task of all other children is to try to predict the owner of the “ring” and not let him out of the line.

"Stream"
Divide into pairs in random order. Couples are located one after another, holding hands, raising their clasped hands up, as if forming a roof. The driver passes under his closed hands and chooses a partner. The new couple stands behind, and the freed participant in the game enters the stream and looks for a couple, etc.

"At the Bear's Forest"
The bear chosen by lot lives in the forest. Children go into the forest to pick mushrooms, singing a song:
By the bear in the forest
I’ll take mushrooms and berries!
The bear is disgusted
Frozen on the stove!
When the players have said their last words, the bear, which had been dozing until now, begins to toss and turn, stretch, and reluctantly leaves the den. But then the bear suddenly runs after the players and tries to catch someone. The one who is caught becomes a bear. Rules of the game: The bear leaves the den only after pronouncing the last words of the song. Children, depending on the behavior of the bear, may not immediately run to their home, but tease it with a song.

"The Owl and the Birds"
Before starting the game, children choose the names of birds whose voice they can imitate. For example: dove, crow, goose, duck, cuckoo. The players choose an owl. He goes to his nest, and those playing quietly, so that the eagle owl does not hear what kind of birds they will be in the game. Birds fly, scream, stop and crouch. Each player imitates the cry and movements of the bird he has chosen. At the signal “Owl”, all the birds try to take places in their house. If the eagle owl manages to catch someone, he must guess what kind of bird it is. Only a correctly named bird becomes an eagle owl.
Rules of the game: the bird houses and the owl house must be located on a hill. Birds fly into the house on a signal or as soon as an eagle owl catches one of them.

"Zarnitsa"
Children stand in a circle, hold their hands behind their backs, and one player - Dawn - walks behind them with a ribbon and says:
Zarya-zarnitsa
Red maiden.
I walked across the field
I dropped the keys.
Golden keys
Blue ribbons
The rings are entwined,
Let's go get some water!
With the last words, the driver carefully places the ribbon on the shoulder of one of the players, who, noticing this, quickly takes the ribbon, and they both run in different directions in a circle. The one who is left without a place becomes the dawn. The game repeats itself.
Rules of the game: Runners must not cross the circle. The players do not turn around until the driver chooses who should put the ribbon on their shoulder.

"Wandering Ball"
Everyone playing. In addition to the driver, they stand in a circle at arm's length. They pass each other big ball. The driver runs outside the circle and tries to touch the ball with his hand. If he succeeds, he goes to the place of the player in whose hands the ball was, and the player goes out of the circle.
The game repeats itself.
Rules of the game: When passing the ball, the players must not move from their place. You cannot pass the ball through one person, only to the player standing next to you. The driver is prohibited from entering the circle. The ball can be passed in any direction. The player who dropped the ball becomes the driver.

"Owl"
Contents of the game. At the signal from the presenter: “The day is coming, everything comes to life!” - children begin to run, jump, imitating the flight of butterflies, birds, beetles, depicting frogs, mice, kittens. At the second signal: “Night is coming, everything freezes - the owl flies out!” - the players stop, freeze in the position in which the signal caught them. "Owl" go hunting. Noticing the player moving, she takes him by the hand and leads him to her nest. In one exit, she can kill two or even three players.
Then the “owl” returns to its nest again and the children again begin to frolic freely on the playground.
The winners are the players who have never been caught. You can also note the best driver - who caught large quantity players.

8. RELAY RACES
Animal relay
The players are divided into 2 - 4 equal teams and line up in columns one at a time. Those playing in teams take the names of the animals. Those standing first are called “bears,” those standing second are called “wolves,” those standing third are called “foxes,” and those standing fourth are called “hares.” A starting line is drawn in front of those in front. At the command of the leader, team members must jump to a given place just like real animals do. The “wolves” team runs like wolves, the “hares” team runs like hares, etc.

Unload the car
Children are invited to unload the “cars” with “vegetables”. The machines are placed against one wall, and two baskets are placed opposite them against the other wall. One player at a time stands near the baskets and, at a signal, runs to the cars. You can carry vegetables one at a time. Vegetables must be the same in all machines, both in quantity and volume.
Other participants can then "load" the machines; In this case, the players stand near the cars, run to the baskets at a signal and carry the vegetables into the cars.
Machines can be boxes, chairs; vegetables - skittles, cubes, etc.

I passed it on - sit down!
The players are divided into several teams, 7-8 people each, and line up behind the common starting line in a column, one at a time. Captains stand in front of each column, facing it at a distance of 5-6 m. The captains receive a volleyball. At the signal, each captain passes the ball to the first player in his column. Having caught the ball, this player returns it to the captain and crouches. The captain throws the ball to the second, then third and subsequent players. Each of them, returning the ball to the captain, crouches. Having received the ball from the last player in his column, the captain raises it up, and all the players on his team jump up. The team whose players complete the task faster wins.

turnip
Two teams of 6 children each participate. This is grandfather, grandmother, Bug, granddaughter, cat and mouse. There are 2 chairs on the opposite wall of the hall. On each chair there is a turnip - a child wearing a hat with a picture of a turnip.
Grandfather starts the game. At a signal, he runs to the turnip, runs around it and returns, the grandmother clings to him (takes him by the waist), and they continue running together, again go around the turnip and run back, then the granddaughter joins them, etc. At the end of the game, The mouse is caught by a turnip. The team that pulled out the turnip the fastest wins.

Plant and harvest
Number of players: 2 teams of 4 people
Additionally: 8 hoops, 2 buckets, 4-5 potatoes, 2 watering cans.
The 1st participant “plows the ground” (puts down hoops).
The 2nd participant “plants potatoes” (puts potatoes in the hoop).
The 3rd participant “waters the potatoes” (runs around each hoop with a watering can).
The 4th participant “harvests” (collects potatoes in a bucket).
The faster team wins.

Running "centipedes"
The players are divided into two or three teams of 10-20 people and line up behind each other. Each team receives a thick rope (rope), which all players grab with their right or left hand, evenly distributed on both sides of the rope. At the organizer’s signal, the “centipedes” run forward 40-50 meters to the “finish”, holding the rope all the time.
Victory is awarded to the team that was the first to reach the finish line, provided that none of its participants became unhooked from the rope while running.

Bibliography
1. Lyakh, V.I. My friend physical education. 1–4 grades – M.: Education, 2005.
2. Builin Yu.F., Portnykh Yu.I. Mini basketball. M., 2000
3. Galitsky A.V. Journey to the land of games. M., 2001
4. Klusov N.P. Handball. M. 1996
5. Sample programs of extracurricular activities. Primary and basic education. second generation standards. Moscow "Enlightenment" 2011
6. Lyakh V.I., Maikson G.B. Comprehensive program physical education students. M., 2002
7. Kovalko V.I. “Health - saving technologies”, Moscow “Waco”, 2004.
8. Kovalko V.I. Lesson developments in physical education for grades 1-4: Guidelines, practical materials, lesson planning. - 2nd ed., revised - M.: VAKO, 2005.
9. Internet resources

Description: participants move freely around the hall in a basketball player’s stance: straight, right side, left side, back forward, while trying not to touch each other. At the teacher’s signal, they perform a two-step stop and take a basketball player’s stance.

The one with the correct stance wins.

Notes: Players who complete the exercise correctly can further evaluate other participants.

“Brother Rabbit, Brother Fox.”

Venue: small hall or any venue.

Description of the game: all participants in the game line up in one line. The teacher walks along the line behind the students and touches one of them - this is the “fox”. Then all the participants (“rabbits”) disperse around the hall and say the following words: “If you drop a bowl, the bowl will break, if the fox’s tail is close, then Liska is close.”

After these words, the “fox” loudly shouts “Here I am!”, while simultaneously jumping up and raising his arms, after which he catches the “rabbits”. The one whom the “fox” caught goes to the “fox’s house.” After the game is stopped, all participants line up again and a new “fox” is selected. Game continues.

Note:

  • When choosing a “fox,” students stand with their eyes closed and their hands clasped “in a boat” behind their backs. Whoever the teacher touches by the hands is a “fox”;
  • if the child does not want to be the driver, he puts his hands on his stomach;
  • if during the first period of the game a participant was caught, then in the next period he cannot be a “fox” (when choosing a “fox”, he puts his hands on his stomach);
  • As you master the game, the teacher must explain that the “fox” is not only fast, but also cunning, so she must deceive the “rabbits” - not give herself away ahead of time and choose a place in the hall where there are the most participants in the game (so that you can immediately hurt some of them);
  • if the “fox” did not shout “Here I am!”, or did not raise her hand (i.e. she was not visible or audible) - the game stops and a new “fox” is selected;
  • the score is given to the fastest “fox” - she hunted well; to the “cunning fox” herself - for cunning; “rabbits” who did not get caught during the entire game or got caught, but before that they had to dodge the “fox” for a very long time and deftly.

“Swift-footed deer”

Venue: sports ground or large hall.

Description of the game: the teacher chooses four drivers - these are “wolves”, the rest of the participants are “swift-footed deer”. “Wolves” are divided into two groups: two “wolves” are “beaters”, the other two are in “ambush”. At the teacher’s signal, the “deer” run away from the “wolves” to the other side of the site. “Beating wolves” catch “deer” throughout the entire area, and “ambush wolves” only on the center line of the hall. After each dash, the number of caught “deer” is counted, after which they can again take their place on the site. Game continues.

Note:

  • the number of runs and “wolves” depends on the size of the site and the number of participants in the game;
  • caught “deer” may be eliminated from the game and placed in a specially designated place. They enter the game when it is chosen a new group“wolves”;
  • “wolves” are chosen from those participants who were not pinned;
  • the score is given best group“wolves” and those “deer” that were not caught during the entire game.

“Bouncers in the Square”

Venue: gym, any designated area.

Description: the participants of the game are divided into two teams, one of which will be in a square of 10 x 10 m, and the other outside it. At the signal, the members of the outside team begin to knock out their opponents with the ball.

Notes: The player who is eliminated must sit on the bench.

Options:

  1. The team that eliminates all opponents in the shortest time wins.
  2. The team that eliminates the most players in a certain time wins.

“Jugglers”

Description: participants with small balls in their hands are located throughout the hall. At the teacher’s command, children throw and catch the ball: with one hand, with two, throwing from hand to hand, etc. The participant(s) who stays on the site the longest wins.

Notes: the player who dropped the ball sits on a bench or goes “backstage” (a specially designated part of the hall) and there continues to perform exercises with the ball.

“Team of Fleet Foot.”

Venue: sports hall.

Description of the game: two teams are located on the volleyball court, each on its own side. Participants line up in a column or line. There are racks on each side of the court, one or two in each zone of the volleyball court, the total number of racks corresponds to the number of players in the team. Each team member knows which zone he must move to when given a signal. The participant must run to the counter and return back. The team that is the first to line up at the starting line in its entirety wins. The starting line, as well as the location of the team on it, can be changed. It is also possible for participants to perform certain exercises near the counter. In addition, at each stage of the game, players change zones.

“Team relay race on the ground.”

Venue: area around the school.

Game description: participants are divided into two teams. Then both teams inspect the area through which the relay route will pass, as well as the obstacles that they will need to overcome. If possible, a judge is appointed at each stage. After this, the teams draw lots, and one of the teams goes to the start. The finish is determined by the last player. Then the second team starts. The results of both teams are recorded using a stopwatch and at the end of the relay are compared taking into account penalty points.

Obstacles in the relay race are determined taking into account the sports equipment located on the site.

The team moves between obstacles by running.

“Curly mice.”

Venue: gym or any site.

Description: participants are divided into two teams, each of which forms a circle. A prerequisite for the game is that the participants hold hands tightly and do not separate until the end of the game. Both teams are on the middle line. The teacher or a specially selected driver says the following words: “ears, dryers, buns, mice, curls.” For each of these words, team members must “twist”, crawling under each other’s arms. The result will be a “curl” circle. Then the driver begins to count, and the teams take one step at a time towards the wall or some landmarks. The first team to reach the goal wins.

Notes:

  • The count is kept slowly so that each participant has time to take a step
  • the reference point can be a student (or two students) released from class who stand with their arms outstretched. As soon as he touches someone from the approaching team, he raises his hands up, i.e. this team wins.

“Fox Hunt”

Venue: the game is played near the school or in any limited area.

Description of the game: all participants are divided into 2 teams, after which a lot is drawn. One of the teams becomes “hunters”, the other - “foxes”. At the teacher’s signal, the “foxes” run away and hide in the area. After 30-40 seconds, the “hunters” run after them. The task of the “hunters” is to catch up or find the “fox”, make fun of it and lead it by the hand to the “hunting lodge”. The game ends when the “hunters” catch all the “foxes”.

Note:

  • members of the “fox” team wear bib numbers;
  • “hunters” are in the so-called “hunting lodge” and always stand with their backs to the “foxes”;
  • the starting line for the “foxes” team is 5-10 meters from “ hunting lodge”;
  • “foxes” are prohibited from: going beyond the boundary lines (fence, etc.), climbing trees, hiding in the school building and refusing to go with the “hunters” if he has been fouled by him. In all these cases, the “fox” player is punished with penalty points and is considered caught;
  • “hunters” are forbidden to fight with the “fox” if it does not want to go. In this case, you need to run to the start line and name the number of the “fox” who broke the rules;
  • if the “hunter” hits the “fox”, then he needs to take her by the hand and lead her to the “hunting lodge”. You can also transfer the “fox” to another “hunter”, and run on to “hunt” yourself. In the same way, you can transmit the number of the “fox” who broke the rules;
  • the team that, being a team of “hunters”, caught all the “foxes” in less time wins;
  • Penalty points are converted into seconds and deducted from the time spent catching the foxes by the opposing team.

“Hunters, wolves and fir trees.”

Venue: gym or any site.

Description of the game: one or more drivers are selected (depending on the size of the area and the number of participants), who are located in the corner of the hall or on the edge of the area - these are hunters. The rest of the participants are wolves. At a signal, the hunters run out of their shelter and try to hit the wolves (with a ball or hand). The caught wolf does not leave the game, but “transforms” into a Christmas tree - it stops in place and raises its arms like branches. Nearby trees can move towards each other, join hands and form a forest. Those wolves that have not yet been greased can hide behind fir trees or behind the forest, but even in this case they can be greased. The wolf or several wolves that are the last to be killed wins (they become the hunters).

"Ginger cat"

Venue: gym or playground.

Description of the game: the teacher chooses one driver - this is “Red Cat”. He stands in the center of the hall, and the rest of the game participants (“mice”) sit around the “cat” and join hands. Then the “cat” crouches down and covers his eyes with his palms, as if he is sleeping. “Mice” address the “cat” with the following words:

“The couch potato red cat lay down on his stomach.

I want to eat, but I’m too lazy to toss and turn.

So the red cat is waiting - maybe the mouse will crawl up!”

After these words, the “mice” scatter, and the “cat” catches them. The caught “mice” sit on a bench and “grieve” because the “cat” ate them. The game lasts 10-20 seconds, after which the “cat” chooses a new “cat” from the uncaught “mice!” Then the “eaten mice” re-enter the game and it continues. The game is played 3-5 times.

Note:

  • The “cat” covers his eyes with his hands so that he does not look in advance at the “mouse” that he is about to catch. But the “cat” is allowed to spread his fingers and secretly peep at the “mice”;
  • you can choose two “cats” and even three if the game is played in a large hall (in this case they are positioned with their backs to each other);
  • As they master the game, the actions of the “mice” become more complicated - they can walk in a circle (on their heels, on their toes, etc.) or perform some attention exercises in a circle;
  • a score is given to the “cat” who caught a lot of “mice”, or the “cat” who ran out very quickly and immediately caught several “mice”; or “mice” who were not caught during the entire game

“The most accurate team.”

Venue: gym or any site.

Description: participants are divided into two teams. Then they line up in two columns, with their legs apart and their hands on the shoulders of the person in front. The very first participant holds the ball in his hands. At the signal, that player leans forward and rolls it backwards as hard as possible. The last player receives the ball, runs forward with it and continues the action of the first participant. The team whose captain, with the ball in his hands, is again ahead of the team wins. For a victory, the team is awarded one point. After this, other captains are chosen, but the scheme of the game changes: the participants close their eyes (either themselves or the player in front), and the players with the balls change their location, but at the same time try to be close to each other. At the signal, the remaining participants open their eyes, run to their captains, line up in the same order and repeat the previous exercise.

The game is repeated 5-6 times, with the captains changing each time. The distance to which the players with the balls run back is not limited, but they must be within the field of view of the other participants.

The team with the most points wins.

Notes: the ball is passed only after the last participant has stood in the column. This player must give the person in front some kind of sound command or password: for example, “the rocket is ready” or any other command.

"Detectives"

Venue: gym or any sports ground.

Description: all participants are positioned facing the wall. The teacher or driver hides a small object (for example, a key) anywhere. At the signal, participants begin to look for the hidden object. Whoever finds it first becomes the “best detective.”

Notes: The “best detective” can then be the driver.

“Round dance”

Venue: gym or any site.

Description: all participants are divided into groups, each of which must contain both boys and girls. The group joins hands and forms a round dance, trying to remember each other. Then the participants disperse to opposite ends of the hall (separately: boys and girls) and line up. Then everyone performs turns or some other exercises at the teacher’s command, possibly with their eyes closed. At the command “Round Dance”, participants must join their groups. The team that does it faster than others wins.

Notes: It is advisable to mark the place where the “Round Dance” participants line up with chips.

OUTDOOR GAMES for students in grades 5 - 9

SPEED RUNNING GAMES

Tag marching
Two teams are located in ranks on opposite sides of the court, behind the lines. One team marches (in a line) in the direction of the other. When the marchers are at a distance of 3-5 m from the enemy line, the teacher suddenly gives a signal, according to which the attackers run behind their line, and the players of the other team try to rush them to the line. Then the teams change roles. The team that kills the most players on the other team wins.

Running for flags
The players are divided into two equal teams. Each of them is located on opposite sides of the playing area, behind the lines. Parallel to these lines, in the middle of the site, a strip 2-3 m wide is designated, on which flags are laid out. At the teacher’s signal, the players of both teams quickly run out to the transverse strip and try to collect as many flags as possible, and then with the flags return to their lines and line up. Team captains collect and count the flags brought by their players. For each flag, the team is given one point. The team with the most points wins. Each player can collect any number of flags. Flags cannot be taken away: for each violation of this rule, the team is fined one point. You cannot run into the lane with flags.

Line relay with running
Three teams line up in lines arranged in the shape of the letter P. A common starting line is drawn in front of the team located between the other two. Ahead, 15-20 m away, three towns are placed in a row. The first numbers of each team stand at the start and, on command, the teachers run to their towns, run around them, come back and, touching their palm, pass the baton to the next player of their team, who has already started at the start. The next players repeat the actions of the first numbers, etc. The team that finishes the races before the others wins.

Dashes with revenue
The site is divided by a transverse line into two equal sections. At a distance of 2 m from each of the short sides of the site, one “playing” line is drawn. Behind them, 10 chocks are placed (along the entire width of the site) at equal distances. The players are divided into two equal teams; are located in their areas in random order. At the signal, the players of both teams, running across the transverse line, try to take the logs of the other team to their side. Players fire at running opponents, who then remain in place. A player from his team can help out those who have been harmed when he touches them with his hand. The team that transferred set time The greater number of chocks wins. You can only pick off players from the other team in your own half of the court. You can only take one lump per run. If a player is caught with a chock, then the chock is taken away and taken back, the beaten player remains standing in place until the rescue.

Guarding the Runs
Students are divided into two teams: throwers and defenders. The team of throwers, in turn, is divided in half and located in ranks behind the opposite (con) lines, the distance between which is 25-30 m. The right-wing player of one of the ranks of throwers is given a small ball. A circle with a diameter of 1.5 m is drawn in the middle of the site. A jumping stand with a height of 2.5 m is installed in the center of the circle. The defending team, having settled in order, is located around the stand with outside circle. The first number becomes at the end of one of the con lines. At the signal, the throwing team tries to hit the rack with the ball as quickly as possible. One or the other group of this team takes turns throwing the ball at the target. The defending team prevents this. Player No. 1 of this team, at the beginning of the game, runs from the end line to the opposite end and back; the player who runs up to the starting place is replaced by another player, and the first one goes to defend the post, etc. The runs continue until the ball hits the post, after which the game is temporarily interrupted and the number of runs made by the defending team is counted. After this, the teams change roles and places. At the end of the second half of the game, the number of runs made by the defenders is counted. The team that makes the most runs wins. The ball that did not hit the goalpost and flew towards the opposing group is picked up by the players of this group, for which they are allowed to go beyond the line. If the ball, hit by the defenders, falls into the circle near the post or near the defenders, then such a ball is picked up by the next player from the group of throwers who runs over the line. For each run of a player from one line to another and back, the defending team is awarded 2 points. The next player, waiting for the arrival of the runner, must be on the line in advance and be ready to start running at the moment when the runner touches his hand. Defenders must not enter the circle with a stance.

Obstacle course relay
The game is played similar to a linear relay race, but across the path of the runners at a height of 60 cm, a rope is suspended on racks and behind it a strip 2 m 10 cm wide is marked on the ground. The next players jump over the rope and across the strip.

Relay in a circle
Four to six teams line up like the spokes of a wheel, turning their right or left side to the center of the circle, in fan-shaped diverging ranks. At the signal, the first numbers, standing at the outermost from the center of the circle, run around and, having reached their team, pass the baton to the next one, and they themselves stand at the end of their ranks (towards the center). The team that finishes the run first wins.

Large, relay race in a circle
Flags are placed at the four corners of the site, and a large flag is placed in the center. The class is divided into three teams, which line up in columns one at a time near the starting line. One runner from each team is called to the starting line. At the signal, they run around four flags and, having reached the finish line (next to the starting line), pass the baton to the second numbers. The winner is the team whose last player finishes running around the flags, is the first to reach the central flag and tap the relay baton on the pole.

Running in teams
Several teams (10-12 people each) are given a start in turn. The winner is the team that runs the distance (up to 500 m) the fastest, without stretching, and finishes in full force in a “corridor” 10 m wide.

HIGH JUMP GAMES

Fishing rod with “stepping over” jumps
The players are divided into groups of 6-8 people. The leader in each group spins a rope with a bag at the end so that the bag slides along the floor. The rest of the players stand two steps from the circle along which the bag slides. When the bag is close, the player takes a step forward and pushes off from the ground with another step and jumps over the bag with a string by “stepping over” and then quickly moves back to its original place. The one who touched goes to lead. The one who has been the driver the least number of times wins.

Rope under your feet
The players stand in three (four) columns, one at a time. The distance between the columns is at least 2 m. The head players of each column receive a short rope. At a signal, the first two in each column carry the rope under the feet of the entire column (the rope almost touches the ground). Those standing in the column jump over a rope. When all the players in the column have jumped over the rope, the first player remains behind the column, and the second runs forward and, together with the third player, again carries the rope under the feet of those standing in the column, etc. The game is played until all players run with the rope. The column whose players hit the rope the least number of times wins.

GAMES WITH HIGH AND LONG JUMPING FROM A RUN

Jump by jump
Two teams stand in columns of two, parallel and at a distance of 2 m from each other. All pairs of players hold short jump ropes by the ends at a distance of 50-60 cm from the floor. At the signal, the first pair of each team quickly puts the rope on the ground, runs to the end of the column, then sequentially jumps over the ropes of all pairs standing in the column. Having reached their previous places, the players stop and take their jump rope. Now the players of the second pair put down their rope, jump over the first rope, run to the end of the column, then jump over all the ropes to the same place, etc. The team that finishes jumping first wins.

Jumpers and tags
The players are divided into two teams: jumpers and tags. Each team stands in a line behind its side line of the court. At a distance of 1 m from one of the front boundaries of the site (parallel to it), the first start line is marked, and in front, 3 m away, the second line. Ahead of the second start line, 10-12 m, a strip 1.5-2 m wide is designated. At the teacher’s command “To the start!” The next four players from the jumping team take places behind the second starting line, and four from the tag team stand behind them at the back of the head (behind the first starting line). At the command “Attention!” jumpers and tags take a high start position, and at the command “March!” everyone runs forward. Jumpers try to quickly reach the strip and jump over it; tags - have time to make fun of the jumpers before they make a jump (tags do not jump). Get one point each: the jumper who will not be hit before the jump, or the one of the tags who manages to get the jumper who has not yet made the jump. The team with the most points wins.

Relay with jumps
Teams of 6-8 people stand behind the common line in columns one at a time. The lead players hold in their hands a rope 3 m long, folded in half. A flag is placed in front of each team, 6-8 m away. A 1.5 m wide strip is designated between the flags and the starting line. At the signal, the leading players run forward, jump over the strip, and run around their flag. Returning to the column and jumping over the strip a second time, together with the next player they “pass” a rope folded in half under the feet of the players (at a height of 30-40 cm). Those standing in a column jump over a rope using the “legs bent” method. Then the lead player remains behind the column, and the next one, taking the rope, repeats the actions of the first player. Returning to the column, he, together with the third player in order, draws a string along the column, etc. When the first player receives the string again, he lifts it up, indicating that his team has finished the game. The game is repeated, but in the following version. Players returning to the place of their teams do not pass the rope under the feet of those standing in the column, but hold it with the next player by the ends, stretching it to its full length above the starting line of the run. Running players take turns jumping over the rope by “stepping over”.

Obstacle relay race
At a distance of 50-60 m, various obstacles are installed: a log for climbing, shields for throwing balls at a target, a rope suspended from the posts for high jumps, a “ditch” for long jumps 2 m wide (marked on the ground). A relay race is held along the same obstacle course. Having crossed the strip, the players do not overcome any obstacles on the way back.

GAMES WITH THROWS AT RANGE AND AT TARGET

Snipers
The players stand in one open line and count on first or second. The first numbers make up one team, the second numbers make up another. The players of one of the teams are given a small ball. In front of the ranks, at a distance of 6 m, 5 towns of one color and 5 towns of another color are placed in a row at intervals of 1-2 steps, interspersed. Each team has towns a certain color. At the signal, the teams take turns volleying (all players at the same time) throwing balls into the towns. Each knocked down town of its color moves one step further, and the knocked down town of the other team moves one step closer. The team that managed to move its goals further during the game wins (the total number of steps by which the goals were pushed is taken into account).

Lapta
The game involves two teams of 9 people. The game requires a flat area measuring 40x30 m. Retreating 3 m from the short lines of the field, draw the city and horse lines. On the. at a distance of 1.5 m from the city line, on the right side of the site, draw a suburb line 3 m long. The city, city and suburb lines are marked at the ends with flags. Accessories for the game: small rubber ball, lapta, distinctive armbands, 6 flags. Before the game (by lot), one team (hitting) goes beyond the city line, the other team (field) is located on the court in random order. At the signal, the first player in line from the kicking team, standing behind the suburb line, hits the ball with his rounder, directing it into the field. If the shot was good and the ball flew far, then the player who struck the shot, leaving the rounder, runs across the field beyond the line and back beyond the city limits. If the blow was weak and the ball fell nearby, then the player waits for a good blow, the next player and then runs with him. Players from the field team try to catch the kicked ball from the air or grab the ball from the ground and hit one of the running players from the city team. A caught “candle” gives the field players the undisputed right to move to the city; the other team becomes the field team in this case. If one of the field players manages to hit the running player of the kicking team with the ball, all players on the field must quickly run away into the city, since the players of the kicking team can grab the ball and, in turn, hit any player on the field who did not have time to run beyond the city limits. , etc. The task of the team’s kicker is to lead the opponent’s field longer, and the opponent should try to change the team of kickers as quickly as possible. Each player on the kicking team who successfully runs from the city to the end and back beyond the city limits receives a point for his team. The team with the most points wins.

Rules
1. Each player of the kicking team can kick the ball only once, regardless of whether he hits or misses the ball. He gets the right to a second strike and further ones every time after he runs off the line and returns to the city without being hit by the ball.
2. Two or three players can make dashes at once.
3. For return runs from the knight line to the city, players can wait for the most favorable moment. In this case, running out from the stake line is allowed after the next blow from the suburb line.
4. Field team players have the right to run with the ball across the entire field and throw the ball to one another.
5. Field team players are prohibited from interfering with those running across (getting in the way, delaying).
6. Runners are prohibited from crossing the side lines of the site.
7. A ball deliberately hit by a player out of bounds is not counted and the kick is taken again.

Strong throw
The players, divided into two teams, stand one against the other at a distance of 20 m behind the lines. Ahead, 3 m from each line, another parallel “city” line is drawn. There is a basketball in the middle of the court, and all players have one small ball. At the signal, the players (in random order) throw their balls at the basketball, trying to roll it beyond the opponent’s city limits. The team that rolls the ball first wins.

Four racks (lapta version)
Two teams play. One is located in the “city”, the other in the “field”. In four places of the field, four stands are placed at a distance of 10 m from one another. The players of the city team take turns throwing the ball into the field with a rounder and run, touching each of the four posts with their hand, and return to their city. In case of danger, the running back can stop at one of the posts, waiting for the next ball to be served. Players on the field team try to catch the kicked ball on the fly or pick it up from the ground and hit someone running across with the ball. When they succeed, the teams change roles. Each player who returns safely back to the city receives one point for their team. The team that scores the most points during the game (15-20 minutes) wins.

Agile and accurate
On the site, three circles with a diameter of 3, 10 and 15 m are drawn one inside the other. 6 towns are placed around the circumference of the small circle. Two teams play. Each team has one captain and three defenders. The rest of the players are servers. Captains stand in a small circle, defenders stand in the middle, and servers are randomly placed in a large circle. The teacher gives a volleyball to one of the captains, he throws it to his player in the large circle (server), the player from the large circle tries to pass the ball back to his captain, but the defenders try to intercept the ball and pass it to their server. The captain, having received the ball, knocks down one of the towns with it. The downed town is being cleaned up. The teacher gives the ball to the other captain and the game continues. The team whose captain knocks down four towns first wins. It is prohibited to take the ball out of your hands or hold it in your hands for more than 3 seconds. If the defender of one of the teams accidentally touches the town with his foot and knocks it to the ground, then the town is considered as if it was hit by the ball of the captain of the other team.

Step forward
The game is played on a large court. On both sides of the center line of the site, retreating 60 m, horse lines are marked. Two teams are randomly located on their sides of the court, 15-20 m from the center line. One of the team players, starting the game, throws a volleyball towards the other team's end line. Game 1 players of the second team try to catch the ball on the fly. If the ball is caught, then the next player has the right, holding the ball in his hands, to take three large steps (jumping) forward from the place where the ball was caught and throw it towards the end line of the opponent’s court. The ball that has fallen to the ground is thrown by the next player from the place where the ball fell. Throwing and catching the ball continues until one of the teams manages to throw the ball over the front line of the other’s court. This team wins

GAMES WITH RUNNING, THROWING, OVERCOMING OBSTACLES, HIGH JUMP AND LONG JUMP

Lapta with obstacles
Two teams play. One is located in the “city”, the other in the “field”. Three circles with a diameter of 1 m are drawn in the field at a great distance from one another. These are stations. One of the field team begins to serve the ball in the city. Players from the city team, in turn, hit the ball with a rounder and run in order to the first, second and third stations, trying to return to the city without being greasy. On the way from the third station to the city, they have to overcome two obstacles: a marked trench 1.5 m wide and an inverted barrier (a fence 60-70 cm high). The player who hits the ball and manages to run through all three stations without stopping, overcome two obstacles and return to the city unscathed gets four points for his team. If the run comes after the second or third hit (by the second or third player), then the team receives only one point. During dashes, field players catch the ball and throw it at those running while they are outside the city or outside the station. If someone is upset, the teams change places and roles. The game lasts 15-20 minutes. The team with the most points wins.

Relay race with running, jumping, throwing

For the relay race, two rows of obstacles should be prepared: logs 50-70 cm high, a smooth palisade (fence) 80 cm high, a “trench” (a strip 2 m wide) and a circle with a diameter of 3 m. Two people start (one from each team). At a signal, they run 15 m, overcome a log, run another 20 m and jump “stepping” to overcome the palisade; run 15 m, jump over the “trench” and throw to the fan in a circle marked 15 m from the throwing line. After throwing grenades, the players quickly return, avoiding obstacles, to the starting line. The one who comes running first and hits the circle with a grenade gets two points for his team; The one who comes running second when entering the circle gets one point. Then the start is given to the next pair. The team with the most points wins.

"Who is faster?"
On the court from the center line there are two lines on both sides at a distance of 20 m. Two teams play. Compete in pairs (one player from each team). The next pair stands on the designated opposite lines. At the teacher’s signal “March!” they run towards, sticking to the right side, and try to run through the center line (middle) earlier. Whoever succeeds gets a point for his team. The teacher stands on the side of the middle line and awards victory. Then the next pair starts. The team with the most points wins. Outdoor games for primary schoolchildren

Outdoor games are of great importance in a child’s life, as they represent an indispensable tool the child’s acquisition of knowledge and ideas about the world around him. They also influence the development of thinking, ingenuity, dexterity, dexterity, and moral-volitional qualities. Outdoor games for children strengthen physical health and educate life situations, help the child to achieve proper development.

Outdoor games for preschoolers

Outdoor games for younger preschoolers

Junior children preschool age in the game they tend to imitate everything they see. In the outdoor games of children, as a rule, it is not communication with peers that is manifested, but a reflection of the life that adults or animals live. Children at this age enjoy flying like sparrows, jumping like bunnies, flapping their arms like butterflies with wings. Thanks to developed ability By imitation, most outdoor games for children of primary preschool age are of a plot nature.

  • Outdoor game "Mice dance in a circle"

Goal: develop motor activity

Description: before starting the game you need to choose a driver - a “cat”. The cat chooses a “stove” for itself (it can be a bench or chair), sits on it and closes its eyes. All other participants join hands and begin to dance around the cat with the words:

The mice dance in circles
The cat is dozing on the stove.
Quieter than a mouse, don't make noise,
Don't wake up Vaska the cat,
Vaska the cat will wake up -
He’ll break up our round dance!”

While pronouncing the last words, the cat stretches, opens his eyes and begins to chase mice. The caught participant becomes a cat, and the game starts over.

  • Game "Sunshine and Rain"

Objectives: to teach children to find their place in the game, navigate in space, develop the ability to perform actions on a signal from the teacher.

Description: Children sit in the hall on chairs. The chairs are their “home”. After the teacher’s words: “What good weather, go for a walk!”, the guys get up and start moving in a random direction. As soon as the teacher says: “It’s raining, run home!”, the children should run to the chairs and take their place. The teacher says “Drip - drip - drip!” Gradually the rain subsides and the teacher says: “Go for a walk. The rain has stopped!”

  • Game "Sparrows and the cat"

Objectives: teach children to jump gently, bending their knees, run, dodge the driver, run away, find their place.

Description: Circles are drawn on the ground - “nests”. Children - “sparrows” sit in their “nests” on one side of the playground. On the other side of the site there is a “cat”. As soon as the “cat” falls asleep, the “sparrows” fly out onto the road, fly from place to place, looking for crumbs and grains. The “cat” wakes up, meows, and runs after the sparrows, which must fly to their nests.

First, the role of the “cat” is played by the teacher, then by one of the children.

  • Outdoor game "Sparrows and a car"

Another game for children 3-5 years old about sparrows.

Objectives: to teach children to run in different directions, to start moving or change it at the leader’s signal, to find their place.

Description: Children - “sparrows”, sit in their “nests” (on a bench). The teacher depicts a “car”. As soon as the teacher says: “The sparrows have flown onto the path,” the children rise from the bench and begin to run around the playground. At the teacher’s signal: “The car is moving, sparrows fly to their nests!” - the “car” leaves the “garage”, and the children must return to the “nest” (sit on the bench). The "car" returns to the "garage".

  • Game "Cat and Mice"

There are many games for children with cats and mice involved. Here is one of them.

Objectives: This active game helps children develop the ability to perform movements on a signal. Practice running in different directions.

Description: Children - “mice” are sitting in holes (on chairs along the wall). In one of the corners of the playground sits a “cat” - a teacher. The cat falls asleep and the mice scatter around the room. The cat wakes up, meows, and begins to catch mice, which run into their holes and take their places. When all the mice return to their holes, the cat walks through the hall again, then returns to its place and falls asleep.

  • Outdoor game for preschoolers "At the bear in the forest"

Objectives: develop the speed of reaction to a verbal signal, exercise children in running, develop attention.

Description: Among the participants, one driver is chosen to be the “bear”. Draw two circles on the playground. The first circle is the bear's den, the second circle is the home for the rest of the game participants. The game begins with the children leaving the house saying:

By the bear in the forest
I take mushrooms and berries.
But the bear doesn't sleep,
And he growls at us.

As soon as the children uttered these words, the “bear” runs out of the den and catches the children. The one who did not have time to reach the house and was caught by the “bear” becomes the driver (“bear”).

  • Through the stream (an active game with jumping)

Objectives: Teach how to jump correctly, walk along a narrow path, and maintain balance.

Description: Two lines are drawn on the site at a distance of 1.5 - 2 meters from one another. At this distance, pebbles are drawn at a certain distance from each other.

The players stand at the line - on the bank of a stream, they must cross (jump over) it on the pebbles without getting their feet wet. Those who stumbled and got their feet wet go to dry them in the sun and sit on a bench. Then they get back into the game.

  • Game "Birds and Cat"

Objectives: Learn to follow the rules of the game. React to a signal.

Description: for the game you will need a mask of a cat and birds, and a large circle drawn.

Children stand in a circle with outside. One child stands in the center of the circle (the cat), falls asleep (closes his eyes), and the birds jump into the circle and fly there, pecking at the grains. The cat wakes up and begins to catch the birds, and they run away out of the circle.

  • Game "Snowflakes and the Wind"

Tasks: Practice running in different directions, without bumping into each other, act on a signal.

Description: At the signal “Wind!” children - “snowflakes” - run around the playground in different directions, spinning (“the wind spins snowflakes in the air”). At the signal “No wind!” - crouch (“snowflakes fell to the ground”).

    Outdoor game "Find yourself a partner"

Objectives: to develop in children the ability to perform actions on a signal, to quickly form pairs.

Description: Participants stand along the wall. Each of them receives a flag. As soon as the teacher gives a sign, the children scatter around the playground. After the command “Find yourself a pair,” participants who have flags of the same color are paired up. An odd number of children must participate in the game and at the end of the game one is left without a pair.

All these outdoor games can be successfully used for playing in kindergarten in a group or on a walk. Children of different ages: from babies 3 years old to children middle group 4-5 year olds enjoy playing with them.

  • Outdoor games for children 5-7 years old

In children 5-6, 6-7 years old, the nature of play activity changes somewhat. Now they are already beginning to be interested in the result of the outdoor game, they strive to express their feelings, desires, and fulfill their plans. However, imitativeness and imitation do not disappear and continue to play an important role in the life of an older preschooler. These games can also be played in kindergarten.

  • Game "Bear and Bees"

Tasks: practice running, follow the rules of the game.

Description: participants are divided into two teams - “bears” and “bees”. Before the start of the game, the “bees” take places in their “hives” (benches or ladders can serve as hives). At the command of the leader, the “bees” fly to the meadow for honey, and at this time the “bears” climb into the “hives” and feast on honey. Having heard the signal “Bears!”, all the “bees” return to the “hives” and “sting” (salat) the “bears” who did not have time to escape. The next time, the stung “bear” no longer goes out to get honey, but remains in the den.

    Game "Burners"

Tasks: practice running, respond to a signal, follow the rules of the game.

Description: The game involves an odd number of children who become pairs and hold hands. In front of the column there is a driver who looks forward. The children repeat the words in chorus:

Burn, burn clearly
So that it doesn't go out,
Look at the sky -
Birds are flying
The bells are ringing!
Once! Two! Three! Run!

As soon as the participants say the word “Run!”, those standing in the last pair in the column release their hands and run forward along the column, one on the right side, the other on the left. Their task is to run forward, stand in front of the driver and join hands again. The driver, in turn, must catch one of this pair before they hold hands. If you manage to catch, then the driver and the caught one will form a new pair, and the participant left without a pair will now lead.

  • Outdoor game "Two Frosts"

A well-known game for preschoolers with simple rules. Objectives: to develop inhibition in children, the ability to act on a signal, and practice running.

Description: On opposite sides of the site there are two houses, indicated by lines. Players are placed on one side of the court. The teacher selects two people who will become drivers. They are located in the middle of the area between the houses, facing the children. These are two Frosts - Red Nose Frost and Blue Nose Frost. At the teacher’s signal “Start!” both Frosts say the words: “We are two young brothers, two frosts are daring. I am Frost Red Nose. I am Frost Blue Nose. Which of you will decide to set off on this little path?” All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. Those of the guys who were touched by Frost freeze in place and remain like that until the end of the run. The frozen ones are counted, after which they join the players.

  • Game "Sly Fox"

Goal: to develop agility, speed, coordination.

Description: A line is drawn on one side of the site, thereby indicating the “Fox House”. The teacher asks the children, who are located in a circle, to close their eyes. The teacher walks around the formed circle behind the children, touches one of the participants, who from that moment becomes “ sly fox».

After this, the teacher invites the children to open their eyes and, looking around, try to determine who the sly fox is. Next, the children ask 3 times: “Sly fox, where are you?” At the same time, the questioners look at each other. After the children have asked the third time, the sly fox jumps into the middle of the circle, raises his hands up and shouts: “I’m here!” All participants scatter around the site in all directions, and the sly fox tries to catch someone. After 2-3 people are caught, the teacher says: “In a circle!” and the game starts again.

  • Game "Deer Catching"

Objectives: practice running in different directions, agility.

Description: Two shepherds are selected from among the participants. The remaining players are deer located inside the outlined circle. The shepherds are behind the circle, opposite each other. At the leader’s signal, the shepherds take turns throwing the ball at the deer, who try to dodge the ball. The deer that the ball hit is considered caught and leaves the circle. After several repetitions, he counts the number of deer caught.

Poem about playing ball at recess(written by Svetlana Vetryakova specifically for the site)

To have fun playing
You need to pump up the ball.
And the boys and girls
The ball will be hit loudly.

Real athletes
They will run for recess.
They will jump and jump
And catch up with each other.

We will inflate the ball deftly
You just need to have the skill.
Press harder
Run away quickly!

Various games with a ball
We'll definitely start.
And in “Frog” and “Dog”,
In “Rucheek”, and in “Fast Ball”.

I reached the turn,
Rolled out of the gate.
Jumped over the yard
He escaped through the fence.

Spins quickly and flies!
Who will catch him now?
Hurry up and catch up
And tell your neighbor.

Multi-colored bright ball
Jumps briskly without hesitation.
Stop running, have fun,
We need to go study!

We inflated a huge ball,
We played and relaxed.
It's time for us to go back to class
We have classes there.

    Game "Fishing Rod"

Objectives: develop dexterity, attention, speed of reaction.

Description: participants sit in a circle. In the center there is a driver - a teacher. He holds a string in his hands, at the end of which a small bag of sand is tied. The driver rotates the rope in a circle just above the ground. Children jump in such a way that the rope does not touch their legs. Those participants whose legs are hit by the rope are eliminated from the game.

  • Game "Hunters and Falcons"

Tasks: practice running.

Description: All participants are falcons and are on one side of the hall. There are two hunters in the middle of the hall. As soon as the teacher gives the signal: “Falcons, fly!” participants must run to the opposite side of the hall. The hunters' task is to catch (spot) as many falcons as possible before they have time to cross conditional line. Repeat the game 2-3 times, then change the drivers.

    Game "Spider and flies"

Description: in one of the corners of the hall, a circle indicates a web in which there is a spider - the driver. All the other guys are flies. All the flies “fly” around the hall, buzzing. At the presenter’s signal “Spider!” the flies freeze. The spider comes out of hiding and carefully examines all the flies. He takes those who move into his web. After two or three repetitions, the number of flies caught is counted.

    Outdoor game "Mousetrap"

Objectives: to develop in children the ability to perform actions on a signal.

Description: Two participants stand facing each other, join their hands and raise them higher. After this, both say in unison:

“How tired we are of the mice, they gnawed everything, ate everything!
We’ll set up a mousetrap and then we’ll catch the mice!”

While the participants are saying these words, the rest of the guys must run under their clasped hands. At the last words, the presenters abruptly lower their hands and catch one of the participants. The caught one joins the catchers and now there are three of them. So the mousetrap gradually grows. The last participant remaining is the winner.

Outdoor games for schoolchildren 7-9, 10-12 years old

Schoolchildren also love to play games during breaks or walks. We have selected games that can be played during after-school walks or during physical education lessons in grades 1-4. The rules of the game become a little more complicated, but the main objectives of the games are: training agility, reaction, speed, general physical development and the ability to cooperate with the guys.

Many outdoor games are universal: both boys and girls can play them. You can divide children into groups of girls and boys or according to another principle.

    Game "Homeless Hare"

Goal: to develop attentiveness, thinking, speed and endurance.

Description: A hunter and a homeless hare are selected from all participants. The remaining players are hares, each draw a circle for themselves and stand in it. A hunter tries to catch up with a running homeless hare.

A hare can escape from a hunter by running into any circle. At the same time, the participant who stands in this circle must immediately run away, since now he becomes a homeless hare, and the hunter now catches him.

If a hunter catches a hare, then the one caught becomes the hunter.

  • Outdoor game "Feet off the ground"

Objectives: learn to follow the rules of the game.

Description: The driver walks around the hall with other guys. As soon as the teacher says: “Catch!”, all participants scatter, trying to climb to any height where they can raise their feet above the ground. You can only insult those whose feet are on the ground. At the end of the game, the number of losers is counted and a new driver is selected.

    Game "Empty Space"

Objectives: develop reaction speed, agility, attentiveness, help improve running skills.

Description: participants form a circle, and the driver is located behind the circle. By touching the shoulder of one of the players, he thereby challenges him to the competition. After this, the driver and the participant he chose run along the circle in opposite directions. The one who takes first empty place, left by the selected player remains in the circle. The one left without a seat becomes the driver.

  • Outdoor game "Third wheel"

Objectives: develop dexterity, speed, cultivate a sense of teamwork.

Description: Participants walk in a circle in pairs, holding hands. The distance between pairs is 1.5 - 2 meters. Two drivers, one of whom runs away, the other catches up. The running player can stand in front of any pair at any time. In this case, the back player of the pair he stood in front of becomes the one who is being caught up. If, nevertheless, the player managed to catch up and make fun of him, then the drivers change roles.

  • Game "Shootout"

Objectives: develop dexterity, attentiveness, speed of reaction.

Description: The game is played on a volleyball court. Having retreated 1.5 meters from the front line into the hall, a line parallel to it is drawn to form something like a corridor. An additional line is also drawn on the other side.

Participants are divided into two teams, each of which is placed on its own half of the court from the middle line of the corridor. Both teams must choose a captain. You cannot enter the opponent's territory. Each player who has the ball tries to hit his opponent with it without going beyond midline. The greasy player is taken prisoner and remains there until the players of his team throw the ball into his hands. After this, the player returns to the team.

Outdoor games while walking

Walking with children in kindergarten or after-school primary school, the teacher needs something to keep the children occupied: great solution is the organization of outdoor games during a walk. First, the teacher introduces the children to various games, and later the children themselves, dividing into groups, will be able to decide which game they want to play. Games on fresh air have a beneficial effect on the development of the child’s body and strengthening the immune system. And the time of the walk flies by.

Before starting the game, the teacher needs to pay attention to the condition of the playing field: are there any unnecessary objects, splinters and anything else that could interfere with children’s play and create a dangerous situation - unfortunately, not only on the street, but also on the school playground or kindergarten you can find a lot of garbage.

  • Train game

Objectives: To develop in children the ability to perform movements according to sound signal, consolidate the skill of building in a column. Practice walking and running after each other.

Description: Children line up in a column. The first child in the column represents a locomotive, the rest of the participants are carriages. After the teacher blows the whistle, the children begin to move forward (without clutch). First slowly, then faster, gradually starting to run, saying “Chu - chu - chu!” “The train is approaching the station,” says the teacher. Children gradually slow down and stop. The teacher blows the whistle again, and train movement resumes.

  • Outdoor game "Blind Man's Bluff"

Objectives: developing dexterity, developing the ability to navigate in space, observation.

Description: To play the game you need free space. A driver is selected, blindfolded and taken to the middle of the site. The driver is turned several times around his own axis, after which he must catch any player. The one who is caught becomes the driver.

  • Game "Day and Night"

Tasks: practice running in different directions, act on a signal.

Description: All participants are divided into two teams. One command is “day”, the other is “night”. A line is drawn or a cord is placed in the middle of the hall. The teams stand at a distance of two steps from the drawn line, with their backs to each other. At the command of the presenter, for example, “Day!” the team with the appropriate name begins to catch up. Children from the “night” team must have time to run beyond the conditional line before their opponents have time to stain them. The team that manages to stain the most players from the opposing team wins.

  • Game "Baskets"

Objectives: practice running after each other, develop speed, reaction speed, and attentiveness.

Description: Two presenters are selected. One of them will be the catcher, the other will be the fugitive. All remaining participants are divided into pairs and join hands, creating something like a basket. The players scatter in different directions, and the leaders separate; the catcher tries to catch up with the fugitive. The fugitive must run between the pairs. The baskets should not catch the fugitive, and for this he calls the names of the participants in the basket to which he runs up.

  • Game "Hit and Run"

Objectives: to develop in children the ability to perform actions on a signal.

Description: The teacher is in the center of the circle. Throws the ball to the child and says his name. This kid catches the ball and throws it back to the adult. When the adult throws the ball up, all children must run to “their” place. The adult's task is to try to hit the fleeing children.

In this article we have presented 29 outdoor games with detailed description game rules. We hope that this material will help organize children's games at school during breaks and physical education lessons, during walks in preschool educational institutions and the State Educational Institution.

Compiled by: Oksana Gennadievna Borsch, primary school teacher, deputy director for educational work.

OUTDOOR GAMES

Scouts and sentry

A sentry is selected. Flags (5-7 pieces) are placed around it at a distance of 15-25 steps. All the rest are scouts. They move away to such a distance that the sentry cannot see. The scouts' task is to steal the flag. The sentry can only move around the perimeter limited by flags. If the sentry, having noticed the scout, calls him by name, the scout is eliminated from the game. If the sentry saw a scout running away with a flag and managed to call him by name, the flag returns to its place, and the scout hides again. The game ends either when there is 1 flag left, or if there is 1 scout.

(Scouts may not drop out of the game, but be captured, that is, stand in the limited space of the sentry. At the same time, other scouts can free him by touching him. If the sentry does not have time to name the name of the liberator, the captive is free. With this option, the game can last indefinitely).

Liberation

The players are divided into two teams: guards and spies. A circle is drawn, around the perimeter of which guards stand blindfolded. There is a hostage in the center. Spies must free him by sneaking between the guards and take him out of the circle. The guards stand approximately at arm's length from each other. If the spy is touched by the guards, he becomes another hostage. After a certain period of time, the guards and spies change places.

Trains

7 or more people play. Inventory: whistle.

Each player builds a depot for himself: he draws a small circle. In the middle of the platform there is a driving locomotive. He doesn't have his own depot. The driver walks from one carriage to another. Whoever he approaches follows him. This is how all the cars are assembled. The locomotive suddenly whistles, and everyone runs to the depot, including the locomotive. The player left without a seat becomes the driver - the locomotive.

Sebihuza

There is a stripe in the center of the room. Two teams on opposite sides of the strip are trying to pull each other to their side. Anyone who steps behind the line goes over to the other side and fights for the opposite team.

Gaming.

Children stand in a circle and hold hands. The leader is in the center. The players walk in a circle and chant the words:

At Uncle Tryphon's

There were seven children

Seven sons:

They didn't drink, didn't eat,

They looked at each other.

At once they did as I did!

At the last words, everyone begins to repeat his gestures. The one who repeated the movements best becomes the leader. Rules of the game. When repeating the game, children standing in a circle go in the opposite direction.

Frost-Red Nose

On opposite sides of the site there are two houses, in one of them the players are located. The driver stands in the middle of the platform - Frost-Red Nose. He says:

I am Frost the Red Nose.

Which one of you will decide

Set off on a path? .

The players answer:

We are not afraid of threats

And we are not afraid of frost.

After this, the children run across the playground to another house. Frost catches up with them and tries to freeze them (touch them with your hand). The frozen ones stop at the place where the Frost overtook them and stand until the end of the run. After several dashes, another driver is chosen.

Chase

Having split into two teams, the players form two circles. Each player standing in the inner circle remembers the player of the opposing team standing in front of him. Then, at the leader’s signal, the players standing in circles begin to move with side steps in different directions. At the second signal, the players of the outer circle scatter, and the players of the inner circle pursue them. You only need to chase the player who was standing opposite. The presenter counts to thirty, then says: “Stop!” - and counts those who have been greasy. Then the teams change roles.

Tunnel

The players are divided into two teams and line up in columns of two, holding hands, one column parallel to the other. At the leader’s signal, the children standing last in the columns run forward under the raised hands of the players and stand in front of their column, raising their hands up. The latter is a signal for those who are behind, and they do the same as the previous pair. The team whose players finish the run first wins.

Seine

Two or three players join hands, forming a “net”. Their task is to catch as many “swimming fish” as possible. If the “fish” is caught, then it joins the drivers and becomes part of the “net”.

Labyrinth

Children stand in several lines. 2 drivers (hare, wolf). Children stand at arm's length (the ones on the side do not raise their arms). The hare runs through the maze without running under his arms. At the teacher’s command “to the right,” the children turn and the hare is already running through another maze. The wolf catches up with the hare, if it catches up, they change.

Ball in hand

The players line up. Outstretched arms with open palms are held behind the back. One of the players stands behind them. He has a ball or pebble in his hand. Walking along the line, he pretends as if he wants to drop the ball into someone's palm. Players shouldn't look back. Finally he drops the ball into someone's hand. The player who received the ball suddenly breaks out of the line. Neighbors to the right and left must grab him (or smack him) before he moves. But at the same time they do not have the right to leave the line. If they fail to capture him, he can return to his place and the game continues. If he is caught, he changes places with the leader.

Moscow hide and seek.

One person turns his back to the participants and one of the participants hits him on the back with his hand, then he turns and speaks to whomever he thinks, and they answer him: “How much will you give?” (for example, run around a house or building), he says how many laps, and only then they tell him whether he guessed correctly or not. If not, then he runs away on his own, and during this time everyone hides in a certain area. Then he looks for everyone he finds, runs to a certain place and shouts “tukita”, whoever manages to tukita tukita himself. The one who gets tagged becomes the leader.

Ocean is shaking.

A presenter is selected and the participants say the following words: “The sea is agitated once, the sea is agitated twice, the sea is agitated three times, the sea figure freeze.” Participants must depict any figure they wish, and the presenter must guess the figures and say which one he likes best. The person whose figure you like becomes the leader (the game is supposed to be endless).?

Condals.

Take 2 equal teams and stand opposite each other at a distance of 4 meters, holding hands tightly. In turn, each team says the following words: “Kondals” - the first team, “Chained” - the second, “Unchain us” - the first, “Which of us” - the second. Then the first team chooses any person from the opposite one and he must break their chain; if he does not break, then he is part of the first team. Then the teams change, i.e. the second team begins to speak the words. We play until there is not a single person in one of them.

Agents 007

Venue: lawn

Duration: 5 min.

Number:20 people

Equipment: film cans + for example: sand, cereals, pebbles, coin, pebbles, small screws, water, etc.

Progress of the game:

Each participant is given a can of film. There may be pebbles, sand, salt, flour, etc. inside them. The participants' task is to find their match as quickly as possible by sound without opening the jar.

Flight

Let's start by asking everyone to call themselves a bird (animal), provided, however, that there should not be two identical birds in the game. The players are placed in a circle in the room, leaving the middle free.

One of the participants in the game is the driver. His place is in the middle of the circle. The driver is blindfolded. He's a blind man's buff. Perhaps it would be useful if someone once again reminded the driver what birds are represented in our game today. However, from time to time they themselves, as best they can, will make themselves known, calling to each other with bird voices - chirping, croaking, quacking. Blind Man's Bluff calls any two birds, which, according to his assumptions, are at opposite ends of the room. Those called must change places. When making a flight, that is, moving, they can resort to various tricks and subterfuges: squatting, crawling, distracting the blind man's buff with false maneuvers, thereby helping each other.

If they make the flight safely, they notify the blind man's buff by clapping their hands, and he calls the other two birds. This continues until the blind man's buff catches someone. In this case, the caught one becomes a blind man's buff, and the previous driver takes the vacant place in the circle, immediately declaring himself to be some kind of bird.

Neighbor on the right

All participants in this fun game sit in a circle. The driver stands in the center of the circle. Addressing first one or the other of the players, the driver asks each of them some question or asks them to perform some movement: stand up and turn around in place or clap their hands three times, etc. But answer asked question or the required movement must be performed not by the one to whom the driver is addressing, but by his neighbor on the right, whom the driver does not even look at. Having received the answer, the driver immediately turns to another, to a third, and so on, until one of the players makes a mistake.

A question is asked (or a task is given) quickly and suddenly. Just as quickly you need to give an answer (or perform the required movement). If a question is asked that is difficult to answer immediately, then you can say: “I don’t know,” which is already the answer, but do not remain silent.

It would seem that these rules are very simple and easy to remember, but in the game they are often violated due to the suddenness with which the driver addresses the participants in the game. Either the one to whom the question is addressed answers it himself, or the neighbor on the right will be confused by surprise and will not immediately realize that he is supposed to be the one to answer. Whoever breaks the rule will have to give up his place in the circle to the driver and give a forfeit.

Bouncers

The playing field (length -8-10 meters is outlined on both sides by lines, behind which there are bouncers (drivers), their task is to knock the players off the field with the ball, the ball is served alternately from one bouncer to another, there are a lot of options for players, a) the bouncer becomes “knocked out” or newly arrived player, b) the players are divided into teams and the knocked out players leave the field until all the team players are knocked out, while a “candle” can be caught from the hands of the bouncer, which means either the opportunity to remain in the circle, or a return one of the eliminated players on the field, c) if the previous options are widely known, then I encountered this only once - in the pioneer camp. There should be quite a lot of players - at least 4-5 in each of the two teams. Each team has one bouncer (B) and the rest of the players (I) on the field as follows:

| | | B1| I2 | I1 |B2 ] | ]

Each team takes turns in possession of the ball and kicks out the opposing players (I1-I2), knocked-out players from the player category go into the bouncer category, that is, they go beyond the boundaries of the field into the sector (B1-B2, respectively), only the player who caught the ball can take possession of someone else’s ball “candle” (a ball caught from the ground is not considered a “candle”; the player who caught such a ball goes to the bouncers). The team that still has players left wins, and they start the next game.

Steps

A circle with a diameter of 1.5-2 meters is drawn, in which all participants are placed, the driver throws the ball as high as possible and runs further from the circle, the one of the players who managed to catch the ball shouts “stop” and assigns the number of steps to the driver (steps can be very diverse and in different quantities, for example, 2 “giants” and “5 “Lilliputians”), if, after completing the prescribed steps, he manages to touch the driver, he himself becomes the driver. I remember only a few steps, but you can imagine yourself: " "Giant" - large steps in a jump, "midgets" - a half-foot step, "thread" - from toe to toe, "ducklings" - squatting, "umbrellas" - a jump with a flip, "bunny" - a jump with legs together).

The circle is divided into sectors - countries, while Voda says the game phrase (again, lost, you will have to invent it) the players scatter. The command “Stop!” sounds, the players freeze, then the water selects a victim (usually the one closest to him) and assigns steps; if he guessed correctly, he cuts him offthe country that lost a piece to itself, no, gives up part of its territory (you can cut only by standing with your foot(s) on your territory, and then as soon as you reach it (the circle must be large enough).

Potato

The ball should be light, preferably a small inflatable one. Players stand in a circle and throw the ball each other(catch or hit as in the game “volleyball”), the one who misses or drops the ball becomes a “potato” - he squats in a circle and can be hit with the ball. If the ball falls to the ground after hitting the “potato”, then it is not considered missed and the game is resumed; if the “potato” manages to catch the ball (like a “candle”), then the one who lost the ball becomes the “potato”, and the rest of the players leave the circle. The last of the two remaining players to drop the ball on the ground becomes the first “victim” of the new horse.

Tags on a string

Tie a rope 3 - 4 meters long to the post. Draw a circle of the same radius around the column. Scatter two to three dozen pebbles (cones, sticks, etc.) inside the circle. This wealth will be guarded by one of you, the one you choose by lot. And everyone else (five people), first positioned outside the circle, tries to take possession of the pebbles and take them out of the circle as much as possible. The watchman must hold on to the rope with one hand, but his other hand is free to spot unwary miners. The one who is stained is eliminated from the game. After the agreed time (is three minutes enough?) the watchman’s shift ends. You can count how many pebbles were stolen from him, and how many he saved.

Now repeat everything with another guard. When everyone is in this role, it will not be difficult to determine who was more successful in it.

Edible - inedible

The playing field is drawn in a line, where each line is separated from the other by one step (you can play on a wide ladder), the players stand behind the last line and the driver throws the ball to them one by one, calling various items. If an “edible” word sounds, the player must catch the ball, an “inedible” word must be missed or discarded; if the player’s actions correspond to the named word, the player moves to the next line (to the trail, step). The one who crosses the last line first wins and becomes the driver.

I know 5 names!

They hit the ground with a ball (palm), with each strike pronouncing another word: “I know 5 names of girls (boys, names of flowers, birds, and so on ad infinitum): Masha - one, Tanya - two, Katya - three, Sonya - four , Ira - five", "I know 5..." If a player makes a mistake or makes a long pause, the ball passes to another player, when the ball makes a circle and returns to the player, the game for that player resumes from the place where it was interrupted ( as is done in the “classics”), while it is better to agree in advance in what order the objects will be named. This game is useful without a ball, at home.

You drive more slowly...

One of the variants of “sea pieces”, the driver stands on one side of the playing field, the players are at the other end, the water turns away and says: “If you drive more quietly, you will continue, one, two, three, stop” and turns around, the players who are in this moment they run towards the driver, they must freeze, the one who did not manage to stop in time returns to the starting line. The winner, the first to reach the water, becomes water himself. The whole interesting thing is that the phrase can be cut off in any way you like (an element of surprise is introduced), but the last word should still be “stop”, only after it can the water turn around.

Houses

Circles-houses are drawn on the field, exactly one less than the number of players, the water goes around the houses collecting players in a chain and takes them away, while telling them where it is leading them, after the command “go home” everyone rushes back and the player who did not get a house , becomes a driver. I don’t remember the words at all, it’s not particularly important, but here’s my hasty version of the beginning of the saying: “the gnomes went for a walk, left their houses: gnome Misha (for example), gnome Sasha (etc., listing all the players), they went into the forest, but got lost, walked for a long, long time, (further to taste)" followed by an unexpected command "go home" anywhere in the story - developsattention and reaction.

ring

The players sit on a bench and hold their palms folded in a boat in front of them, the water clamps a ring (or a coin) in its “boat” and passes through all the players one by one (more than once), placing its palms in the palms of the players, imperceptibly transferring the “ring” to one of them ", then says: “Ring, ring, go out onto the porch,” the task of the player who received the ring is to stand up and go out, becoming the driver, the task of the others is to hold him, if, of course, they have time to figure out who got this ring, it’s interesting to play in the lineup at least 4-5 people.

Traffic lights.

After the driver is chosen, everyone stands on one side of him at a distance of five steps. The driver turns away from the players and names any color. Participants must find this color in their clothes, and holding onto it, they can freely move to the other side. The one who does not have this color must run across so as not to be caught. Whoever gets caught becomes the driver.

Squirrels - arrows

(someone mistakenly, or perhaps correctly, calls this game “Cossack robbers”) The players are divided into two teams, the “shooters” are given time to hide and then the chase begins, the search is carried out along the arrow tracks placed by the “shooter” players on turns, and maybe more often. As soon as the last “arrow” is found and caught, the teams change roles.

Leapfrog

Jumping over each other in a chain, “Rucheek” is also known to everyone and is more suitable for folk dances (IMHO).

Above your feet from the ground

Players run up in a row and position themselves so that their feet do not touch the ground (sit down, hang on trees, etc.) The driver’s task is to insult the one who could not resist and touched the ground; another interesting thing is that players at a respectful distance can change your location.

Pike

D version of tags (tags), the one who has been saluted clings to the water and together they salo the next one, the last player who has been saluted becomes the driver.

Pike 2

Another version of this game, but those who have been knocked out freeze in place, with their arms open, they can be re-enchanted if the driver allows other players to approach them, the last one becomes the driver greasy.

Grandfather merman

Everyone stands in a circle and walks around, leading with their eyes closed: “Grandfather Vodyanoy, why are you sitting under water! Come out for a minute! Let’s play a joke!” After which the merman gets up and selects any player at random, touches it and tries to guess who it is. If you guess correctly, then the one guessed becomes “Water”.

Third wheel

“Players stand in a circle in twos (one after another), the driver runs after one of the free players around the outer circle without crossing it, a player can stand in front of one of the pairs and then the one who is third and stands with his back to the border of the circle will have to run away. The salty one becomes the driver.

They sat on the golden porch

The driver spins in place and rotates jumping ropes around himself near the ground (if they are long, it is better to fold them in half), saying (for each turn a word): “On the golden porch sat the king, the queen, the king, the queen, the cook, the tailor, ... (I don’t remember further, but it rarely came to this, if you get there, figure it out yourself:) So, the players around should jump over the rope, whoever doesn’t have time, leads and until the next mistake is called the word on which he got entangled in the rope.

Ogre

The cannibal sits with his eyes closed and everyone touches him one by one; the one he manages to grab by the hand becomes the “cannibal.”

Elephant

Two teams play: the “elephants” stand in a chain, holding each other in a bent state, the riders jump on them and the “elephant” tries to walk with this burden.

Ball game

The key phrase is Squirrel, but you can come up with it yourself; girls usually play it. Taking turns hitting the ball against the wall, they jump over the ball that bounced to the ground; if the jump fails, the player is given a name based on the next word of the key phrase. As soon as the phrase ends, the player is eliminated from the game.

King

The players stand in a circle, lead a round dance around the Leader (the “king”) with the words: - The _king_ walked through the forest, through the forest, through the forest, Found himself a princess, princess, princess, (the king chooses a princess from the round dance) Let’s jump with you, let’s jump , let's jump, (everyone performs the indicated actions) And we jump with our legs, we jump, we jump, And we stomp with our legs, we stomp, we stomp, And we clap with our hands, clap, clap, We shake our heads, and we start again... (it’s better to choose a princess with your eyes closed)

Rooster fight

The number of players is 20 - 40 people.

Preparation. Distribute the children into pairs according to their capabilities. In each pair, the players stand opposite each other, one leg bent, hands behind their backs.

Description of the game. According to signals, the players try to push their shoulders to throw the opponent off balance, forcing him to stand on both legs.

Rules. 1. You cannot push with your hands.

2. You cannot change your leg without a command.

Pedagogical significance of the game. This is a game of resistance. It promotes the development of strength, agility, and reaction speed.

Wattle

The game involves teams of 4 - 5 people each. Children stand in ranks opposite each other and learn to weave a fence. To do this, cross their arms in front of themselves and connect their right hand with the left hand of the neighbor on the left, and the left hand with right hand neighbor on the right. Both ranks, with their hands down, walk towards each other with the words:

One two three four,

The order must be carried out.

No, of course not, in the whole world

Friendship is better than ours!

After this, the children disperse or scatter around the veranda. At a signal from an adult, they must stand in ranks and form a fence. The line that performs the action first wins.

Who's flying?

The players and the leader stand in a circle. An adult says, for example, the following words: “The starling is flying!” - and raises his hands up, the children do the same. After several repetitions, he suddenly says again: “The bear is flying!” If one of the players raises his hands, he loses and takes a step out of the circle.

Catch and throw

Children stand in a circle, with an adult in the center. He throws the ball and catches it back, saying: “Catch it, throw it, don’t let it fall.” The text is pronounced slowly in order to have time to catch and throw the ball. The distance gradually increases: from! up to 2 m or more. Ask older children with good catching skills to name words with opposite meanings. For example, one child, throwing a ball, says “narrow”, the one who caught it, throwing the ball to another, says the word of the opposite meaning - “wide”, etc.

Traffic light

Participants in the game must be very attentive. When the presenter speaks green color, the guys should stomp their feet; When yellow- clap. When the color is red there is silence.

Make a figure

Children run and jump all over the playground, and one child - the judge - stands to the side. At the counselor’s signal “One, two, three!” all the children stop and make a “figure”. The judge examines all the “pieces”, chooses the one he likes, and this child becomes the judge. Rules. The players stop at a signal and each time depict a new “figure”. The judge, when choosing a “figure,” must evaluate the beautifully and accurately performed movement.

Stand still

The players form a circle. The driver walks inside the circle and, stopping in front of someone, says loudly: “Hands!” The one to whom he addressed must stand calmly, and his neighbors must raise their hands: the neighbor on the right - left, the neighbor on the left - right. Whoever makes a mistake, raises the wrong hand, or hesitates, replaces the leader.

Chut - Gut

5-6 guys play. They stand in one line at the line. Each of them should have a stick 60 - 70 cm long. At the counselor’s signal, the players, one after another, begin to throw their sticks, trying to get them to fly as far as possible (but in the same direction). The one whose stick falls closest must run forward.collect all the thrown sticks and bring them back, but at the same time he must continuously repeat: “Chut - gut”, “Chut - gut” (until all the sticks are returned to their owners).

Then the game repeats. The one who is the most awkward 3 times in a row and whose stick is closest is eliminated from the game.

Statue.

This game is best played with a large ball. Players stand in a circle and throw the ball to each other. Whoever does not catch the ball receives a punishment: he will have to continue the game standing on one leg. If in this position he manages to catch the ball, then the punishment is removed. If he misses the ball again, he will have to get down on one knee and try to catch the ball in this position. On the third mistake, you lower the unlucky player to both knees. If he manages to catch the ball, all is forgiven. On the fourth error, the player is out of the game;

Cities

This is a game of great mobility. It develops a child's quick reaction and eye. In addition, the game has educational value. Children practice counting, develop memory, and remember the names of the city!

A large circle is drawn on the ground. Everyone stands in a circle. Everyone chooses the name of the city.

The presenter throws the ball up and names a city. The player whose city he named must catch the ball. If he catches it, then, in turn, he can also throw the ball up and name any city. And if he doesn’t catch, then all the players scatter in different directions while he catches up with the ball. When the player grabs the ball, he shouts: "Stop!" And then all the “cities” freeze in place.

The player with the ball chooses any city and determines by eye how many kilometers it is. Every kilometer is a step.

He walks up to him and counts his steps. If after the specified number of steps he can reach the player with his hand, he becomes the city, and the player becomes the leader. The game starts again from the circle.

Traps

You run away from the leader, and he should make fun of you. Whomever he caught, he must take the leader by the hands to catch the rest. This continues until everyone is caught.

Day and night

Across the site or hall, in the middle, two parallel lines are drawn at a distance of 1-1.5 from one another. On both sides of them, 10 - 15 m. parallel to them, lines of “houses”, “day” and “night” are drawn.

Everyone who wants to play is divided into two teams: one of them is “night”, the other is “day”. Both teams line up at their center lines. Moreover, the players of both sides turn to face their “homes”, i.e., with their backs to each other,

The leader stands in the very center of the site. He suddenly says “Day!” After this signal, the players of the night team run away to their “home”, and the players of the day team try to catch up with them and make fun of them. The salted ones move to the "day" team. The leader gives the signal again: “Day!” or "Night", trying to strictly alternate team names so that they are unexpected for the players. In order to distract the attention of the players and somehow diversify it, the leader before the signal may ask them to stand on their toes, raise their arms up or forward, sit down, etc. Then suddenly say: “Night” or “Day!”, Having won the team with more upset players. Rules:

1. It is forbidden to run to your home before the leader gives a signal. 2. The players can line up facing the leader (sideways to each other).

Snake

The players join hands and form a long “chain” or “snake”. At the head of the “chain” is the strongest player, who, while running, pulls the rest with him. He runs in different directions, describing various figures, passes under the arms of his comrades who make up the “chain”, and braids everyone. Sometimes it stops and spins around in place, wrapping the entire “chain” around itself. The twisted and curled “chain” must be able to untangle, otherwise he loses the right to further leadership.

Having done several exercises with the “chain”, the leader tries to break it with quick and unexpected turns. At first it pulls the “chain” in a straight direction, then suddenly turns sharply in the opposite direction, from which the last ones in the “chain” acquire such rapid movement that they cannot resist breaking away.

The player through whose fault the “chain” was broken leaves the game, but the “chain” is reconnected. The game continues until only strong players remain in the “chain”, whom the leader cannot lose, no matter how fast and unexpected movements he makes.

It's boring to sit like this

There are chairs along the opposite walls of the hall. Children sit on chairs near one wall. Read the poem:

It's boring, boring sitting like this. Everyone looks at each other. Isn't it time to go for a run? And change places?

As soon as the poem is read, all the children run to the opposite wall and try to occupy the free seats, which are one less than the participants in the game. The one who remains without a chair is eliminated. Then two chairs are removed. Everything is repeated until the winner takes the last remaining chair.

Sick cat

Brazil

more than five people play

Progress of the game. One player is a healthy cat who tries to catch everyone else. Each player who is tainted must place their hand on the exact spot where they were tainted. He also becomes a cat, but a sick one, and helps the healthy cat when catching. A sick cat can only stain with its healthy hand. The player who is not stained wins. He becomes a healthy cat for the next round.

Thailand boxing

Two people in the ring, blindfolded, fight
bags, filled with soft rags. Various options are possible: you can
give one a bell, and the other a bag - he beats the sound, the man with
he bows with a bell, you can give bags to both, and introduce two intermediaries -
they direct their players with short commands.

Relay race

The group lines up in several columns. In front of each is a row of pins. The first person closes his eyes and tries to weave around them, and the group
tells him the direction of movement. The difficulty is that when everything
groups begin to shout at the same time, to distinguish their teams from the general noise
group is extremely problematic.

Log

Two people in a circle take a log. Need to push out with a log
opponent from the circle.

Two rings

A group stands hand in hand around a drawing in winter
rings. Inside this large ring is a small one. Human can
be only either outside the large ring or inside the small one. Everyone's task is
force others to step into forbidden territory and still hold on
yourself.

Run in a bunch

You need to run a distance with your legs tied. You can do it in pairs or even several people.

American triangle

Everyone is divided into fours. Three form
triangle. The remaining one is the driver. His task is to kill one of the triangle.
The task of the other two in triangles is to protect their comrade. Salt,
You cannot stretch your hand through the circle, you can only run around the triangle. When
the driver manages to show off, the person who is dressed up becomes the driver, gradually everything
change roles.

Pull

Belarus

10 or more people play.

Progress of the game. The game participants are divided into two equal groups. The players of each group hold on to each other and form one chain with their arms bent at the elbows. Stronger and more dexterous participants - “groovy” ones - become ahead of the chain. Standing opposite each other, the “clockwork” also takes each other’s arms bent at the elbows and each pulls in their own direction, trying to either break the opponent’s chain or pull it over the intended line.

Rule. They start pulling exactly at the signal.

Brook

The number of participants is odd.

Participants stand in a row in pairs, join hands, and raise their arms above their heads. It turns out like a “corridor”. The remaining participant, grabbing the hand of any person standing in a pair, runs with him along the “corridor”, and they stand together at the beginning. The participant left without a pair, in turn, does the same. During the game, each participant must change partners.

Hat

The host announces the dances. It can be any dance: slow or fast. You can dance in pairs or alone. Everyone starts dancing. The presenter has a hat. He puts it on the first participant he comes across. The most important thing is not to be left with a hat in your hands or on your head when the music stops. Therefore, we need to get rid of the hat as soon as possible and put it on someone else. If a couple is dancing, you can put a hat on one of the dancers and pick up the partner. The one remaining in the hat becomes the leader.

Kite and Black-White

Two drivers are selected: “kite” and “clough”.

All other players become chickens. They line up in a column, one at a time, behind the “club” and hold tightly to each other. The “kite” needs to drag away the “chick”, and the “buffalo”, spreading its arms to the sides, protects its offspring. Whoever the kite catches becomes naked.

Fight for the ball

The players are divided into two equal teams. Each team chooses a captain. The playing area is limited by lines. The approximate dimensions of the site are 18x36 meters.

Team captains go to the middle of the court and stand opposite each other. All other players, placing themselves on the court, become pairs: one player from one team, the second from the other. The presenter throws the ball between the captains, who try to catch it or pass it to one of their players. Having caught the ball, the player tries to pass it to someone else from his team. Members of the other team hit, intercept the ball from their opponents and pass it to their players. The task of all participants is to make ten passes in a row between their players. The team that succeeds earns a point, and the game continues from the middle of the court. If the ball is intercepted by the opponent, the pass count starts again.

They play for a set time: 10-15 minutes (or up to the designated number of points - 10 - 20). The team that scores the most points or scores the designated number of points earlier wins.

Rules of the game:

  1. You cannot snatch the ball, you can only intercept it on the fly or knock it out of your hands without pushing your opponent.
  2. If the ball crosses the field, then the opposing team throws the ball from the place where it crossed the boundary.
  3. If two players touch the ball at the same time, the game stops and the referee must throw a dropped ball between them.
  4. You cannot run more than three steps with the ball, but you can dribble it by hitting the floor, like in basketball.
  5. If during a pass the player committed rudeness (snatched the ball, deliberately
    pushed an opponent) the game is stopped and the ball is given to the team that passed the ball
    ball.

Black horse

Participants in the game choose a leader. The presenter's task is to “tarnish” all the players. To do this, all participants scatter in different directions, and the leader, catching up, touches the shoulders of the players with a light touch. The one who has been “stained” freezes in place, spreads his arms to the sides and shouts: “Unspell me, a black horse!” You can only “crucify” your friends with a hot hug. So, the leader’s task is to “sully” all the players, the players’ task is to help each other out.

Fire brigade

Germany

10 or more people play.

Chairs according to the number of players are placed in a circle, with their backs facing inward. The players (firefighters) walk around these chairs to the sound of music (tambourine, drum). As soon as the music stops, players must place an item of clothing on the chair they are standing near. Game continues. When each participant removes 3 objects (they end up on different chairs), the alarm sounds: “Fire!” Players must quickly find their items and put them on. Whoever gets dressed the fastest is the winner.

Alone in a circle

Hungary

5 or more people play.

Equipment: ball.

Progress of the game. Players stand in a circle and throw a large, light ball to each other until someone makes a mistake and drops it. This player goes into the circle and stands in the middle. The players continue to throw the ball, but try not to be grabbed by the person standing in the center, and the ball hits him. If, nevertheless, the central player manages to catch the ball, then he can throw it at anyone. Whoever it hits takes his place. The game becomes more interesting if it goes at a good pace and with a quick pass you manage to make the person standing in the center spin and jump a lot.

Capture the Flag

Rules of the game: Two teams participate. The camp territory is conventionally divided into 2 equal halves (you can draw a line or mark landmarks). Each team hangs its flag in an accessible, visible place. The task of both teams is to capture the enemy's flag and carry it into their territory without being greased. If the flag is captured by several players, the flag is allowed to be transferred.

The flag can be guarded by no more than three people, but not in the immediate vicinity of it, but at a distance (4-5 meters from the flag), i.e. in a circle with a radius of 4-5 meters, the guards do not have the right to influence (kill) the enemy if he is already inside this circle. The guards can only not let the invaders back when they try to leave the rescue zone. Each team has a prison on its territory, where the caught (salted) players of the opposing team are taken. You can only salt on your own territory. In the prison, the prisoner is vigilantly guarded, but he can be freed if a player from his team sneaks into the prison unnoticed and touches him. In this case, they return to their territory without hindrance, and no one can salt them.

Great hunt

Rules of the game; The camp is divided into three or four teams. Everyone’s task is to collect a sufficient number (for example, 50) of toothpicks or any other small identical objects. Some counselors have toothpicks, but none of the teams knows which ones. The players themselves must find out this, because... these counselors do not give themselves away, try to be inconspicuous or may even disguise themselves. Among the counselors there are also “killers,” whose task is to take a participant out of the game by drawing a stripe on an open area of ​​his body.

A wounded player is not allowed to search for toothpicks until he runs back to base and is “healed.” At the base he is cured by crossing out black stripe red. After that, he continues to collect toothpicks. The team that assembled required quantity toothpicks, receives a plan diagram (all teams receive this plan diagram after collecting the required number of toothpicks), using which she is the first to be given the opportunity to find a real camp treasure - a box of sweets.

Trap

Preparation: the players form two circles. The inner circle, holding hands, moves in one direction, the outer circle in the other.

Contents of the game: at the leader’s signal, both circles stop, those standing in the inner circle raise their hands, forming a gate. The rest either run into the circle, passing under the gate, or run out of it. Suddenly the leader gives the next command, and the players in the inner circle suddenly lower their hands. Those who find themselves inside the circle are considered to be trapped. They join those standing in the inner circle and join hands. The game is repeated and continues until then. until three players remain in the outer circle, who will be the winners. Rules of the game: 1 - the game begins at the sign of the leader and in the given directions 2 - the caught players stand in the inner circle,

Mill

All players stand in a circle at a distance of at least 2 meters from each other, one of the players receives the ball and passes it to another, that to the third, etc. round. Gradually the transmission speed increases. Each player tries to catch the ball.

Rules of the game: a player who misses the ball or throws it incorrectly is eliminated from the game. The last one standing wins.

Eagle owl and birds

Before starting the game, children choose for themselves the names of those birds whose voice they can imitate. For example, a dove, a crow, a jackdaw, a sparrow, a tit, a goose, a crane, etc. The players choose an eagle owl. He goes to his nest, and those playing quietly, so as not to be heard by the eagle owl, figure out what kind of birds they will be in the game. The birds fly, scream, stop and crouch. Each player imitates the cry and movements of the bird he has chosen.

At the signal “Owl!” all birds try to quickly set a place in their home. If the eagle owl manages to catch someone, then he must guess what kind of bird it is. Only a correctly named bird becomes an eagle owl.

Right-handed game. Bird houses and the eagle owl's house should be located on a hill. Birds fly to the nest on a signal or as soon as the eagle owl catches one of them.

Cat and mouse

The players (no more than five pairs) stand in two rows facing each other, hold hands, forming a small passage - a hole. There are cats in one row, mice in the other. The first pair starts the game: the cat catches the mouse, and the mouse runs around the players. At a dangerous moment, the mouse can hide in the corridor formed by the clasped hands of the players. As soon as the cat catches the mouse, the players stand in a row. The second pair starts the game. The game continues until the cats catch all the mice. Rules of the game. The cat must not run into the hole. The cat and mice should not run far from the hole.

Tag

The players choose a leader - tag. Everyone runs around the site, and the tag catches them. Rules of the game. The one whom the tag touches with his hand becomes the tag.

Options.

1. Tag, feet off the ground. The player can escape from tag if he stands on some object

2. Tag - bunnies. The tag can only stain the running player, but as soon as the latter jumps on two legs/one leg, he is safe.

3. Tag with the house. Two circles are drawn along the edges of the site; these are houses. One of the players is a tag, he is catching up with the participants in the game. The persecuted person can escape from being spotted in the house, since it is forbidden to spot in a circle. If the tag touches one of the players with his hand, he becomes a tag.

4. Tags with a name. All players, except Fifteen, choose the names of flowers, birds, animals. Fifteen does not stain the one who named himself in time (for example, fox).

5. Circle tags. The participants of the game stand in a circle at a distance of one step. Everyone marks their place with a circle. Two drivers stand at some distance from each other, one of them is a tag, he is catching up with the second player. If the runner sees that the tag is catching up with him, he asks for help from the players standing still, calling one of them by name. The named player leaves his place and runs in a circle, the tag already catches up with him. Free place occupied by the player who started the game. If there is time, a free circle can be taken by a tag, then the tag becomes the one who is left without a place. The game continues, the tag catches up with the player who left the circle.

Ball up

The participants of the game stand in a circle, the driver goes to the middle of the circle and throws the ball upward with all his strength, while calling the name of one of the players. Those playing together with the driver scatter in different directions. The player whose name was called, as soon as he catches the thrown ball, must shout “Stop!” At this signal, the players must stop. And the new driver must hit one of the players with the ball, taking three big steps from the place where the ball was thrown. If he hits, then the successful player becomes the driver, but if he misses, then he leads again.

Flashing lights

Some of the participants in the game occupy chairs arranged in a circle, while one chair must remain free. Other players one by one stand behind the participants sitting on chairs. The one who ends up behind the back of an empty chair must wink at one of the players sitting on the chair, and the latter, in turn, can take the empty seat. It is important for the other participants standing behind the chairs to keep the players on the chairs.

Four forces

The players stand in a circle, with the leader in the middle. He throws the ball to one of the players, while pronouncing one of four words: “earth”, “fire”, “water”, “air”. If it says “land,” the one who caught the ball must quickly name some domestic or wild animal. When you hear the word “water,” the player names a fish. When the word “air” is heard, the player must give the name of the bird. When you hear the word “fire,” everyone needs to turn around several times, waving their arms. The ball is then returned to the driver. The one who makes a mistake is out of the game

Oh-oh-oh-oh!

Players stand in a circle and settle in numerical order. The presenter, being in the center, calls any two numbers. The players who received these numbers must hit their knees, adding: “Oh-oh-oh!” - and quickly change places. The presenter seeks to take the place of one of the players. The participant left without a place becomes the leader.

Advances

The players stand in a circle, the driver stands in the center, the music turns on, and the driver begins to dance, and the players must repeat all his movements. At the same time, the driver tries to unexpectedly and imperceptibly step on someone’s foot, and the players must try to dodge. Whoever fails to do this becomes the driver, and the game starts over.

Please

The presenter is in the middle of the room, makes various movements with a request to repeat them. The players repeat the movements only if the leader adds “please” to his request. Whoever makes a mistake and repeats the movement when “please” is not said leaves the game.

Unusual relay race

Participants are divided into two teams. At the command of the team leader, they perform the following tasks: (everyone decides for themselves how to run. There is no need to look around - there is only one the right decision. Be brave!)

  1. run in a triangle! No, not in a triangle, but in a triangle. How do triangles run?
  2. Now, in the other direction, we ran in a dotted line!
  3. They ran in squares, in an oblique line, in a column, soft-boiled. The team that completes the tasks first and in an original way wins.
  4. completed the tasks.

Bear on the forest.

Preparation: A leader - a bear - is selected, he stands in the corner of the area - the den. The rest of the players are children. They stand on the other side of the site in their house. The space between the children and the bear is boron
Game: Children go into the forest to pick mushrooms and berries, gradually approaching the bear. While collecting gifts, the children say in unison: The bear is in the woods
I take mushrooms and berries.
And the bear sits
And he growls at us
Only after the last words does the bear, who was pretending to be asleep, wake up and run to the children, and they quickly scatter in different directions from the bear. The latter's task is to catch one of the children. When caught, he becomes a bear and goes to the den.

Bird catcher.

Preparation: A circle with a diameter of 1 meter is indicated. Birdcatcher and Sparrow are chosen, all other participants are birds: pigeons, tits, ducks, etc. Sparrow sits in the center of the circle, in a cage. The bird catcher walks around the cage, protecting the captive from the attacks of birds who try to touch the sparrow with their hands to free him. Whoever the Birdcatcher hits is considered caught and goes into a cage. If Ptitselov fails to make anyone look bad for a long time, then they choose a new driver. Winner: Birdcatcher, if you catch all the birds.

Dragon head

The players cling to each other like a train. At the command of the leader, the head of the dragon - the first person - tries to catch the tail - the last person. He, in turn, must dodge. When the last one is caught, it moves to the beginning of the chain.

Fishing rod

Participants stand in a circle. The leader stands in the center with a “fishing rod” - a jump rope or rope, at the end of which a bag of sand is tied. The leader spins the fishing rod in a circle, and the participants must jump, trying not to hit it.

Golden Gate (planets)

The participants form planets (3-4 people each), who, holding hands, stand in a circle. The rest form a snake, where each one holds on to the other's waist. To the music (or the planet participants all say together: “They don’t always let you through the Golden Gate. The first time it’s forgiven, the second time it’s forbidden, but the third time we won’t let you through! At this time the hands of the planets give up”) the snake runs under the hands of the “planets.” When the music stops, the “planets” capture those who did not have time to run under their hands. That. The planets grow and so on until the last participant - the fastest.

Colors

The players stand in a circle. The leader commands; “Touch yellow, one, two, three!” Players try to grab the thing (object, clothing, part of the body) of the other participants in the circle as quickly as possible. Those who do not have time are eliminated from the game. The presenter repeats the command again, but with a new color. The last one standing wins.

On the wreckage of the ship

The game is for 4 or more participants of any age, held outdoors - where there are objects on which participants can climb so as not to stand on the ground. Young children can play indoors by jumping on cushions or blankets scattered on the floor. In short, any territory with a sufficient number of “ship wrecks” will do - safe places shelters. The rest of the space is considered sea. One of the participants plays the role of a pirate who is chasing the others. They are surrounded by the sea everywhere, and the only way to escape is on the wreckage of the ship. The defiled player, who has at least one leg left in the sea, becomes a pirate himself. The pirate is not allowed to run after one player for a long time, because no one should remain in place for a long time. You can stay in safe areas for no longer than 10 seconds. Two players cannot occupy the same place at the same time. The winner is not determined - the game continues until the participants get tired.

Three lives

Each participant is given three “lives”. The ball lies on the ground, and the players stand on the court in random places. The player closest to the ball picks it up and throws it, trying to hit another player with it. The one the ball hits loses one “life”. But the game continues, and the participant who picked up the ball aims at another player. As long as the ball is in the air, you can move. As soon as someone catches the ball, everyone freezes in place until the ball hits one of the players or flies past. Participants who lose all three “lives” are eliminated from the game. The winner is the last participant remaining.

Hand made chair

Two teams. Start, finish and distance. Teams of three people are formed. Two team members cross their arms to form a chair, and the third sits on it. The player is carried to the finish line and back, trying to do this as quickly as possible. Then the players change - and so on until each team member sits on a chair. You can play the game in a shallow pool, or in a deep pool you can drag a team member while swimming through the water. The winner is the team that is the first to carry all its players on the chair.

Touch the Shadow

Game for any number of participants. Driven by outdoors in sunny weather. It is based on a game of tag, but in this case the goal of the driver is not to insult the player himself, but his shadow, with his hand or foot. The upset player becomes the driver. The only way to escape is to hide in the shadows. Otherwise, the player must be constantly on the move. While two players are running, the rest remain in place

Bank-river

A line is drawn that divides the field into two parts: the bank and the river. The driver calls “bank” or “river” at random. Players at this time must jump either to the shore or into the river. If on the command “river” the player is already standing in the “river”, then he simply jumps in place.


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